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model_brush.h

/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

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.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

#ifndef MODEL_BRUSH_H
#define MODEL_BRUSH_H

/*
==============================================================================

BRUSH MODELS

==============================================================================
*/



//
// in memory representation
//
00037 typedef struct mvertex_s
{
      vec3_t position;
}
mvertex_t;

#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2


// plane_t structure
00049 typedef struct mplane_s
{
      vec3_t normal;
      float 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 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 surface (alternative to SKY)
#define MATERIALFLAG_WALL 64
// this surface shows the sky in its place, alternative to WALL
// skipped if transparent
#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)

00126 typedef struct medge_s
{
      unsigned short v[2];
}
medge_t;

struct entity_render_s;
struct texture_s;
struct msurface_s;

00136 typedef struct mnode_s
{
      //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 short firstsurface;
      unsigned short numsurfaces;
}
mnode_t;

00157 typedef struct mleaf_s
{
      //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;

00184 typedef struct mclipnode_s
{
      int               planenum;
      int               children[2];      // negative numbers are contents
} mclipnode_t;

00190 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;

00202 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;
}
mportal_t;

00214 typedef struct svbspmesh_s
{
      struct svbspmesh_s *next;
      int numverts, maxverts;
      int numtriangles, maxtriangles;
      float *verts;
      int *elements;
}
svbspmesh_t;

// 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

00254 typedef struct q2dheader_s
{
      int               ident;
      int               version;
      lump_t            lumps[Q2HEADER_LUMPS];
} q2dheader_t;

00261 typedef struct q2dmodel_s
{
      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




00327 typedef struct q2dnode_s
{
      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;


00338 typedef struct q2texinfo_s
{
      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;

00347 typedef struct q2dleaf_s
{
      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;

00364 typedef struct q2dbrushside_s
{
      unsigned short    planenum;         // facing out of the leaf
      short texinfo;
} q2dbrushside_t;

00370 typedef struct q2dbrush_s
{
      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
00383 typedef struct q2dvis_s
{
      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
00392 typedef struct q2dareaportal_s
{
      int         portalnum;
      int         otherarea;
} q2dareaportal_t;

00398 typedef struct q2darea_s
{
      int         numareaportals;
      int         firstareaportal;
} q2darea_t;


//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_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
#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

00433 typedef struct q3dheader_s
{
      int               ident;
      int               version;
      lump_t            lumps[Q3HEADER_LUMPS_MAX];
} q3dheader_t;

00440 typedef struct q3dtexture_s
{
      char name[Q3PATHLENGTH];
      int surfaceflags;
      int contents;
}
q3dtexture_t;

// note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
00449 typedef struct q3dplane_s
{
      float normal[3];
      float dist;
}
q3dplane_t;

00456 typedef struct q3dnode_s
{
      int planeindex;
      int childrenindex[2];
      int mins[3];
      int maxs[3];
}
q3dnode_t;

00465 typedef struct q3dleaf_s
{
      int clusterindex; // pvs index
      int areaindex; // area index
      int mins[3];
      int maxs[3];
      int firstleafface;
      int numleaffaces;
      int firstleafbrush;
      int numleafbrushes;
}
q3dleaf_t;

00478 typedef struct q3dmodel_s
{
      float mins[3];
      float maxs[3];
      int firstface;
      int numfaces;
      int firstbrush;
      int numbrushes;
}
q3dmodel_t;

00489 typedef struct q3dbrush_s
{
      int firstbrushside;
      int numbrushsides;
      int textureindex;
}
q3dbrush_t;

00497 typedef struct q3dbrushside_s
{
      int planeindex;
      int textureindex;
}
q3dbrushside_t;

00504 typedef struct q3dbrushside_ig_s
{
      int planeindex;
      int textureindex;
      int surfaceflags;
}
q3dbrushside_ig_t;

00512 typedef struct q3dvertex_s
{
      float origin3f[3];
      float texcoord2f[2];
      float lightmap2f[2];
      float normal3f[3];
      unsigned char color4ub[4];
}
q3dvertex_t;

00522 typedef struct q3dmeshvertex_s
{
      int offset; // first vertex index of mesh
}
q3dmeshvertex_t;

00528 typedef struct q3deffect_s
{
      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_FLAT 1 // common
#define Q3FACETYPE_PATCH 2 // common
#define Q3FACETYPE_MESH 3 // common
#define Q3FACETYPE_FLARE 4 // rare (is this ever used?)

00541 typedef struct q3dface_s
{
      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_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];
            }
            flat;
            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;

00612 typedef struct q3dlightmap_s
{
      unsigned char rgb[128*128*3];
}
q3dlightmap_t;

00618 typedef struct q3dlightgrid_s
{
      unsigned char ambientrgb[3];
      unsigned char diffusergb[3];
      unsigned char diffusepitch;
      unsigned char diffuseyaw;
}
q3dlightgrid_t;

00627 typedef struct q3dpvs_s
{
      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 2097152
#define Q3SURFACEPARM_SLIME 4194304
#define Q3SURFACEPARM_STRUCTURAL 8388608
#define Q3SURFACEPARM_TRANS 16777216
#define Q3SURFACEPARM_WATER 33554432
#define Q3SURFACEPARM_POINTLIGHT 67108864
#define Q3SURFACEPARM_HINT 134217728
#define Q3SURFACEPARM_DUST 268435456
#define Q3SURFACEPARM_BOTCLIP 536870912
#define Q3SURFACEPARM_LIGHTGRID 1073741824
#define Q3SURFACEPARM_ANTIPORTAL 2147483648u

00692 typedef struct q3mbrush_s
{
      struct colbrushf_s *colbrushf;
      int numbrushsides;
      struct q3mbrushside_s *firstbrushside;
      struct texture_s *texture;
}
q3mbrush_t;

00701 typedef struct q3mbrushside_s
{
      struct mplane_s *plane;
      struct texture_s *texture;
}
q3mbrushside_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


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