#ifndef MODEL_BRUSH_H
#define MODEL_BRUSH_H
+#include "qtypes.h"
+#include "qdefs.h"
+#include "bspfile.h"
+
/*
==============================================================================
==============================================================================
*/
-#define Q3PATHLENGTH 64
//
// in memory representation
//
-typedef struct
+typedef struct mvertex_s
{
vec3_t position;
}
// plane_t structure
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
+ union
+ {
+ struct
+ {
+ vec3_t normal;
+ vec_t dist;
+ };
+ vec4_t normal_and_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 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
+//#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 int v[2];
+}
+medge_t;
struct entity_render_s;
struct texture_s;
struct msurface_s;
-typedef struct texture_s
-{
- // q1bsp
- // name
- //char name[16];
- // size
- unsigned int width, height;
- // SURF_ flags
- unsigned int flags;
-
- // 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;
-
- // q3bsp
- char name[Q3PATHLENGTH];
- char firstpasstexturename[Q3PATHLENGTH]; // used only during loading
- int surfaceflags;
- int supercontents;
- int surfaceparms;
- int textureflags;
-
- //skinframe_t skin;
-}
-texture_t;
-
-typedef struct
-{
- unsigned short v[2];
-}
-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;
-
typedef struct mnode_s
{
//this part shared between node and leaf
// 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 short firstsurface;
- unsigned short numsurfaces;
+ unsigned int firstsurface;
+ unsigned int numsurfaces;
}
mnode_t;
// 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 numleaffaces;
- int *firstleafface;
+ 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
+typedef struct mclipnode_s
{
- dclipnode_t *clipnodes;
+ int planenum;
+ int children[2]; // negative numbers are contents
+} mclipnode_t;
+
+typedef struct hull_s
+{
+ mclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
mvertex_t *points;
vec3_t mins, maxs; // culling
mplane_t plane;
+ double tracetime; // refreshed to realtime by traceline tests
}
mportal_t;
}
svbspmesh_t;
-typedef struct mlight_s
+typedef struct model_brush_lightstyleinfo_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 value;
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 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);
-void Mod_MAP_Load(struct model_s *mod, void *buffer);
-void Mod_BrushInit(void);
-
-// 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;
-
-
-//Q3 bsp stuff
-
-#define Q3BSPVERSION 46
-
-#define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
-#define Q3LUMP_TEXTURES 1 // textures used (used by faces)
-#define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
-#define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
-#define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
-#define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
-#define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
-#define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
-#define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
-#define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
-#define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
-#define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
-#define Q3LUMP_EFFECTS 12 // fog (used by faces)
-#define Q3LUMP_FACES 13 // surfaces (used by leafs)
-#define Q3LUMP_LIGHTMAPS 14 // lightmap textures (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
-
-typedef struct
-{
- int ident;
- int version;
- lump_t lumps[HEADER_LUMPS];
-} q3dheader_t;
-
-typedef struct
-{
- char name[Q3PATHLENGTH];
- int surfaceflags;
- int contents;
-}
-q3dtexture_t;
-
-// note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
-typedef struct
-{
- float normal[3];
- float dist;
-}
-q3dplane_t;
-
-typedef struct
-{
- int planeindex;
- int childrenindex[2];
- int mins[3];
- int maxs[3];
-}
-q3dnode_t;
-
-typedef struct
-{
- int clusterindex; // pvs index
- int areaindex; // area index
- int mins[3];
- int maxs[3];
- int firstleafface;
- int numleaffaces;
- int firstleafbrush;
- int numleafbrushes;
-}
-q3dleaf_t;
-
-typedef struct
-{
- float mins[3];
- float maxs[3];
- int firstface;
- int numfaces;
- int firstbrush;
- int numbrushes;
-}
-q3dmodel_t;
-
-typedef struct
-{
- int firstbrushside;
- int numbrushsides;
- int textureindex;
-}
-q3dbrush_t;
-
-typedef struct
-{
- int planeindex;
- int textureindex;
-}
-q3dbrushside_t;
-
-typedef struct
-{
- float origin3f[3];
- float texcoord2f[2];
- float lightmap2f[2];
- float normal3f[3];
- unsigned char color4ub[4];
-}
-q3dvertex_t;
-
-typedef struct
-{
- int offset; // first vertex index of mesh
-}
-q3dmeshvertex_t;
-
-typedef struct
-{
- char shadername[Q3PATHLENGTH];
- int brushindex;
- int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
-}
-q3deffect_t;
-
-#define Q3FACETYPE_POLYGON 1 // common
-#define Q3FACETYPE_PATCH 2 // common
-#define Q3FACETYPE_MESH 3 // common
-#define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
-
-typedef struct
-{
- int textureindex;
- int effectindex; // -1 if none
- int type; // Q3FACETYPE
- int firstvertex;
- int numvertices;
- int firstelement;
- int numelements;
- int lightmapindex; // -1 if none
- int lightmap_base[2];
- int lightmap_size[2];
- union
- {
- struct
- {
- // corrupt or don't care
- int blah[14];
- }
- unknown;
- struct
- {
- // Q3FACETYPE_POLYGON
- // polygon is simply a convex polygon, renderable as a mesh
- float lightmap_origin[3];
- float lightmap_vectors[2][3];
- float normal[3];
- int unused1[2];
- }
- polygon;
- struct
- {
- // Q3FACETYPE_PATCH
- // patch renders as a bezier mesh, with adjustable tesselation
- // level (optionally based on LOD using the bbox and polygon
- // count to choose a tesselation level)
- // note: multiple patches may have the same bbox to cause them to
- // be LOD adjusted together as a group
- int unused1[3];
- float mins[3]; // LOD bbox
- float maxs[3]; // LOD bbox
- int unused2[3];
- int patchsize[2]; // dimensions of vertex grid
- }
- patch;
- struct
- {
- // Q3FACETYPE_MESH
- // mesh renders as simply a triangle mesh
- int unused1[3];
- float mins[3];
- float maxs[3];
- int unused2[5];
- }
- mesh;
- struct
- {
- // Q3FACETYPE_FLARE
- // flare renders as a simple sprite at origin, no geometry
- // exists, nor does it have a radius, a cvar controls the radius
- // and another cvar controls distance fade
- // (they were not used in Q3 I'm told)
- float origin[3];
- int unused1[11];
- }
- flare;
- }
- specific;
-}
-q3dface_t;
-
-typedef struct
-{
- unsigned char rgb[128*128*3];
+ int *surfacelist;
}
-q3dlightmap_t;
-
-typedef struct
-{
- unsigned char ambientrgb[3];
- unsigned char diffusergb[3];
- unsigned char diffusepitch;
- unsigned char diffuseyaw;
+model_brush_lightstyleinfo_t;
+
+typedef struct model_brush_s
+{
+ // 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;
}
-q3dlightgrid_t;
+model_brush_t;
-typedef struct
-{
- int numclusters;
- int chainlength;
- // unsigned char chains[];
- // containing bits in 0-7 order (not 7-0 order),
- // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
-}
-q3dpvs_t;
-
-// surfaceflags from bsp
-#define Q3SURFACEFLAG_NODAMAGE 1
-#define Q3SURFACEFLAG_SLICK 2
-#define Q3SURFACEFLAG_SKY 4
-#define Q3SURFACEFLAG_LADDER 8
-#define Q3SURFACEFLAG_NOIMPACT 16
-#define Q3SURFACEFLAG_NOMARKS 32
-#define Q3SURFACEFLAG_FLESH 64
-#define Q3SURFACEFLAG_NODRAW 128
-#define Q3SURFACEFLAG_HINT 256
-#define Q3SURFACEFLAG_SKIP 512
-#define Q3SURFACEFLAG_NOLIGHTMAP 1024
-#define Q3SURFACEFLAG_POINTLIGHT 2048
-#define Q3SURFACEFLAG_METALSTEPS 4096
-#define Q3SURFACEFLAG_NOSTEPS 8192
-#define Q3SURFACEFLAG_NONSOLID 16384
-#define Q3SURFACEFLAG_LIGHTFILTER 32768
-#define Q3SURFACEFLAG_ALPHASHADOW 65536
-#define Q3SURFACEFLAG_NODLIGHT 131072
-#define Q3SURFACEFLAG_DUST 262144
-
-// surfaceparms from shaders
-#define Q3SURFACEPARM_ALPHASHADOW 1
-#define Q3SURFACEPARM_AREAPORTAL 2
-#define Q3SURFACEPARM_CLUSTERPORTAL 4
-#define Q3SURFACEPARM_DETAIL 8
-#define Q3SURFACEPARM_DONOTENTER 16
-#define Q3SURFACEPARM_FOG 32
-#define Q3SURFACEPARM_LAVA 64
-#define Q3SURFACEPARM_LIGHTFILTER 128
-#define Q3SURFACEPARM_METALSTEPS 256
-#define Q3SURFACEPARM_NODAMAGE 512
-#define Q3SURFACEPARM_NODLIGHT 1024
-#define Q3SURFACEPARM_NODRAW 2048
-#define Q3SURFACEPARM_NODROP 4096
-#define Q3SURFACEPARM_NOIMPACT 8192
-#define Q3SURFACEPARM_NOLIGHTMAP 16384
-#define Q3SURFACEPARM_NOMARKS 32768
-#define Q3SURFACEPARM_NOMIPMAPS 65536
-#define Q3SURFACEPARM_NONSOLID 131072
-#define Q3SURFACEPARM_ORIGIN 262144
-#define Q3SURFACEPARM_PLAYERCLIP 524288
-#define Q3SURFACEPARM_SKY 1048576
-#define Q3SURFACEPARM_SLICK 2197152
-#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
-
-struct q3msurface_s;
-
-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 texture_s *texture;
-}
-q3mbrush_t;
-
-typedef struct q3mbrushside_s
-{
- struct mplane_s *plane;
- 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 texture_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)
+// 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
-