mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 06:02:16 +00:00
6e3f69f504
fte particle scripts are disabled (classic works). I'll fix these in the new year. Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here. Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time. Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete. Added more info to glsl custom shaders. Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
771 lines
16 KiB
C
771 lines
16 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// upper design bounds
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#define MAX_MAP_HULLSDQ1 4
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#define MAX_MAP_HULLSDH2 8
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#define MAX_MAP_HULLSM 16
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#define MAX_MAP_MODELS 256
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#define MAX_MAP_BRUSHES 0x8000
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#define MAX_MAP_ENTITIES 1024
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#define MAX_MAP_ENTSTRING 65536
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#define MAX_MAP_PLANES 65636*2
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#define MAX_MAP_NODES 65535 // q2/q3 uses more than q1. :(
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#define MAX_MAP_CLIPNODES 65535 //
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#define MAX_MAP_LEAFS 65535 //
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#define MAX_MAP_VERTS 65535
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#define MAX_MAP_FACES 65535
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#define MAX_MAP_MARKSURFACES 65535
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#define MAX_MAP_TEXINFO 4096
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#define MAX_MAP_EDGES 256000
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#define MAX_MAP_SURFEDGES 512000
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#define MAX_MAP_MIPTEX 0x200000
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#define MAX_MAP_LIGHTING 0x100000
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#define MAX_MAP_VISIBILITY 0x200000
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// key / value pair sizes
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#define MAX_KEY 32
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#define MAX_VALUE 1024
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//=============================================================================
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#define BSPVERSIONPREREL 28
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#define BSPVERSION 29
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//HalfLife support
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#define BSPVERSIONHL 30
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typedef struct
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{
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int fileofs, filelen;
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} lump_t;
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#define LUMP_ENTITIES 0
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#define LUMP_PLANES 1
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#define LUMP_TEXTURES 2
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#define LUMP_VERTEXES 3
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#define LUMP_VISIBILITY 4
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#define LUMP_NODES 5
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#define LUMP_TEXINFO 6
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#define LUMP_FACES 7
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#define LUMP_LIGHTING 8
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#define LUMP_CLIPNODES 9
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#define LUMP_LEAFS 10
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#define LUMP_MARKSURFACES 11
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#define LUMP_EDGES 12
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#define LUMP_SURFEDGES 13
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#define LUMP_MODELS 14
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#define HEADER_LUMPS 15
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typedef struct
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{
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float mins[3], maxs[3];
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float origin[3];
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int headnode[MAX_MAP_HULLSDQ1];
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int visleafs; // not including the solid leaf 0
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int firstface, numfaces;
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} dq1model_t;
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typedef struct
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{
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float mins[3], maxs[3];
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float origin[3];
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int headnode[MAX_MAP_HULLSDH2];
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int visleafs; // not including the solid leaf 0
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int firstface, numfaces;
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} dh2model_t;
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typedef struct
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{
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int version;
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lump_t lumps[HEADER_LUMPS];
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} dheader_t;
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typedef struct
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{
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int nummiptex;
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int dataofs[4]; // [nummiptex]
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} dmiptexlump_t;
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#define MIPLEVELS 4
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typedef struct miptex_s
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{
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char name[16];
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unsigned width, height;
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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} miptex_t;
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typedef struct
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{
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float point[3];
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} dvertex_t;
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// 0-2 are axial planes
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#define PLANE_X 0
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#define PLANE_Y 1
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#define PLANE_Z 2
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// 3-5 are non-axial planes snapped to the nearest
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#define PLANE_ANYX 3
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#define PLANE_ANYY 4
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#define PLANE_ANYZ 5
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typedef struct
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{
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float normal[3];
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float dist;
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int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
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} dplane_t;
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#define Q1CONTENTS_EMPTY -1
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#define Q1CONTENTS_SOLID -2
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#define Q1CONTENTS_WATER -3
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#define Q1CONTENTS_SLIME -4
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#define Q1CONTENTS_LAVA -5
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#define Q1CONTENTS_SKY -6
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#define FTECONTENTS_EMPTY 0
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#define FTECONTENTS_SOLID 1
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#define FTECONTENTS_WATER 2
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#define FTECONTENTS_SLIME 4
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#define FTECONTENTS_LAVA 8
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#define FTECONTENTS_SKY 16
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#define FTECONTENTS_LADDER 32
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#define FTECONTENTS_FLUID (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA|FTECONTENTS_SKY) //sky is a fluid for q1 code.
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct
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{
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int planenum;
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short children[2]; // negative numbers are -(leafs+1), not nodes
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short mins[3]; // for sphere culling
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short maxs[3];
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unsigned short firstface;
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unsigned short numfaces; // counting both sides
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} dnode_t;
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typedef struct
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{
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int planenum;
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short children[2]; // negative numbers are contents
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} dclipnode_t;
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typedef struct texinfo_s
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{
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float vecs[2][4]; // [s/t][xyz offset]
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int miptex;
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int flags;
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} texinfo_t;
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#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision
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// note that edge 0 is never used, because negative edge nums are used for
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// counterclockwise use of the edge in a face
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typedef struct
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{
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unsigned short v[2]; // vertex numbers
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} dedge_t;
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#define MAXLIGHTMAPS 4
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typedef struct
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{
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short planenum;
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short side;
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int firstedge; // we must support > 64k edges
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short numedges;
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short texinfo;
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// lighting info
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qbyte styles[MAXLIGHTMAPS];
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int lightofs; // start of [numstyles*surfsize] samples
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} dface_t;
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#define AMBIENT_WATER 0
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#define AMBIENT_SKY 1
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#define AMBIENT_SLIME 2
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#define AMBIENT_LAVA 3
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#define NUM_AMBIENTS 4 // automatic ambient sounds
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#define NUM_MUSICS 1
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// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
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// all other leafs need visibility info
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typedef struct
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{
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int contents;
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int visofs; // -1 = no visibility info
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short mins[3]; // for frustum culling
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short maxs[3];
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unsigned short firstmarksurface;
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unsigned short nummarksurfaces;
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qbyte ambient_level[NUM_AMBIENTS];
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} dleaf_t;
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//============================================================================
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#ifndef QUAKE_GAME
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// the utilities get to be lazy and just use large static arrays
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extern int nummodels;
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extern dmodel_t dmodels[MAX_MAP_MODELS];
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extern int visdatasize;
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extern qbyte dvisdata[MAX_MAP_VISIBILITY];
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extern int lightdatasize;
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extern qbyte dlightdata[MAX_MAP_LIGHTING];
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extern int texdatasize;
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extern qbyte dtexdata[MAX_MAP_MIPTEX]; // (dmiptexlump_t)
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extern int entdatasize;
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extern char dentdata[MAX_MAP_ENTSTRING];
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extern int numleafs;
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extern dleaf_t dleafs[MAX_MAP_LEAFS];
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extern int numplanes;
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extern dplane_t dplanes[MAX_MAP_PLANES];
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extern int numvertexes;
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extern dvertex_t dvertexes[MAX_MAP_VERTS];
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extern int numnodes;
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extern dnode_t dnodes[MAX_MAP_NODES];
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extern int numtexinfo;
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extern texinfo_t texinfo[MAX_MAP_TEXINFO];
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extern int numfaces;
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extern dface_t dfaces[MAX_MAP_FACES];
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extern int numclipnodes;
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extern dclipnode_t dclipnodes[MAX_MAP_CLIPNODES];
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extern int numedges;
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extern dedge_t dedges[MAX_MAP_EDGES];
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extern int nummarksurfaces;
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extern unsigned short dmarksurfaces[MAX_MAP_MARKSURFACES];
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extern int numsurfedges;
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extern int dsurfedges[MAX_MAP_SURFEDGES];
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void LoadBSPFile (char *filename);
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void WriteBSPFile (char *filename);
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void PrintBSPFileSizes (void);
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#endif
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#define MIPLEVELS 4
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typedef struct q2miptex_s
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{
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char name[32];
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unsigned width, height;
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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char animname[32]; // next frame in animation chain
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int flags;
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int contents;
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int value;
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} q2miptex_t;
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/*
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==============================================================================
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.BSP file format
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==============================================================================
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*/
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#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I')
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// little-endian "IBSP"
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#define Q2BSPVERSION 38
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#define Q3BSPVERSION 46
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// upper design bounds
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// leaffaces, leafbrushes, planes, and verts are still bounded by
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// 16 bit short limits
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#define MAX_Q2MAP_MODELS 1024
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#define MAX_Q2MAP_BRUSHES MAX_MAP_BRUSHES
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#define MAX_Q2MAP_ENTITIES 2048
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#define MAX_Q2MAP_AREAS 256
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#define MAX_Q2MAP_AREAPORTALS 1024
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#define MAX_Q2MAP_PLANES MAX_MAP_PLANES
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#define MAX_Q2MAP_BRUSHSIDES 0x40000
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#define MAX_Q2MAP_VERTS MAX_MAP_VERTS
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#define MAX_Q2MAP_FACES MAX_MAP_FACES
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#define MAX_Q2MAP_LEAFFACES 65536
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#define MAX_Q2MAP_LEAFBRUSHES 65536
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#define MAX_Q2MAP_PORTALS 65536
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#define MAX_Q2MAP_EDGES 128000
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#define MAX_Q2MAP_SURFEDGES 256000
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#define MAX_Q2MAP_LIGHTING 0x200000
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#define MAX_Q2MAP_VISIBILITY MAX_MAP_VISIBILITY
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// key / value pair sizes
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#define MAX_KEY 32
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#define MAX_VALUE 1024
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//=============================================================================
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#define Q2LUMP_ENTITIES 0
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#define Q2LUMP_PLANES 1
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#define Q2LUMP_VERTEXES 2
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#define Q2LUMP_VISIBILITY 3
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#define Q2LUMP_NODES 4
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#define Q2LUMP_TEXINFO 5
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#define Q2LUMP_FACES 6
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#define Q2LUMP_LIGHTING 7
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#define Q2LUMP_LEAFS 8
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#define Q2LUMP_LEAFFACES 9
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#define Q2LUMP_LEAFBRUSHES 10
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#define Q2LUMP_EDGES 11
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#define Q2LUMP_SURFEDGES 12
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#define Q2LUMP_MODELS 13
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#define Q2LUMP_BRUSHES 14
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#define Q2LUMP_BRUSHSIDES 15
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#define Q2LUMP_POP 16
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#define Q2LUMP_AREAS 17
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#define Q2LUMP_AREAPORTALS 18
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#define Q2HEADER_LUMPS 19
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enum Q3LUMP
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{
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Q3LUMP_ENTITIES =0,
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Q3LUMP_SHADERS =1,
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Q3LUMP_PLANES =2,
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Q3LUMP_NODES =3,
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Q3LUMP_LEAFS =4,
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Q3LUMP_LEAFSURFACES =5,
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Q3LUMP_LEAFBRUSHES =6,
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Q3LUMP_MODELS =7,
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Q3LUMP_BRUSHES =8,
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Q3LUMP_BRUSHSIDES =9,
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Q3LUMP_DRAWVERTS =10,
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Q3LUMP_DRAWINDEXES =11,
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Q3LUMP_FOGS =12,
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Q3LUMP_SURFACES =13,
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Q3LUMP_LIGHTMAPS =14,
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Q3LUMP_LIGHTGRID =15,
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Q3LUMP_VISIBILITY =16,
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RBSPLUMP_LIGHTINDEXES=17,
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Q3LUMPS_TOTAL
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};
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typedef struct
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{
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int ident;
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int version;
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lump_t lumps[Q2HEADER_LUMPS];
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} q2dheader_t;
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typedef struct
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{
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float mins[3], maxs[3];
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float origin[3]; // for sounds or lights
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int headnode;
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int firstface, numfaces; // submodels just draw faces
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// without walking the bsp tree
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} q2dmodel_t;
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typedef struct
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{
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float mins[3];
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float maxs[3];
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int firstsurface;
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int num_surfaces;
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int firstbrush;
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int num_brushes;
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} q3dmodel_t;
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// 0-2 are axial planes
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#define PLANE_X 0
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#define PLANE_Y 1
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#define PLANE_Z 2
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// 3-5 are non-axial planes snapped to the nearest
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#define PLANE_ANYX 3
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#define PLANE_ANYY 4
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#define PLANE_ANYZ 5
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// contents flags are seperate bits
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// a given brush can contribute multiple content bits
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// multiple brushes can be in a single leaf
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// these definitions also need to be in q_shared.h!
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// lower bits are stronger, and will eat weaker brushes completely
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#define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define Q2CONTENTS_WINDOW 2 // translucent, but not watery
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#define Q2CONTENTS_AUX 4
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#define Q2CONTENTS_LAVA 8
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#define Q2CONTENTS_SLIME 16
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#define Q2CONTENTS_WATER 32
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#define Q2CONTENTS_MIST 64
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#define Q2LAST_VISIBLE_CONTENTS 64
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// remaining contents are non-visible, and don't eat brushes
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#define Q2CONTENTS_AREAPORTAL 0x8000
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#define Q2CONTENTS_PLAYERCLIP 0x10000
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#define Q2CONTENTS_MONSTERCLIP 0x20000
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// currents can be added to any other contents, and may be mixed
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#define Q2CONTENTS_CURRENT_0 0x40000
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#define Q2CONTENTS_CURRENT_90 0x80000
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#define Q2CONTENTS_CURRENT_180 0x100000
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#define Q2CONTENTS_CURRENT_270 0x200000
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#define Q2CONTENTS_CURRENT_UP 0x400000
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#define Q2CONTENTS_CURRENT_DOWN 0x800000
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#define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
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#define Q2CONTENTS_DEADMONSTER 0x4000000
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#define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
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#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
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#define Q3CONTENTS_TRANSLUCENT 0x20000000
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#define Q2CONTENTS_LADDER 0x20000000
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#define SURF_LIGHT 0x1 // value will hold the light strength
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SKY 0x4 // don't draw, but add to skybox
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#define SURF_WARP 0x8 // turbulent water warp
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#define SURF_TRANS33 0x10
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#define SURF_TRANS66 0x20
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#define SURF_FLOWING 0x40 // scroll towards angle
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#define SURF_NODRAW 0x80 // don't bother referencing the texture
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#define SURF_NODRAW 0x80 // don't bother referencing the texture
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#define SURF_ALPHATEST 0x100
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#define Q3SURF_LADDER 0x8 //wee
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// content masks
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#define MASK_ALL (-1)
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#define MASK_SOLID (Q2CONTENTS_SOLID|Q2CONTENTS_WINDOW)
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#define MASK_PLAYERSOLID (Q2CONTENTS_SOLID|Q2CONTENTS_PLAYERCLIP|Q2CONTENTS_WINDOW|Q2CONTENTS_MONSTER)
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#define MASK_DEADSOLID (Q2CONTENTS_SOLID|Q2CONTENTS_PLAYERCLIP|Q2CONTENTS_WINDOW)
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#define MASK_MONSTERSOLID (Q2CONTENTS_SOLID|Q2CONTENTS_MONSTERCLIP|Q2CONTENTS_WINDOW|Q2CONTENTS_MONSTER)
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#define MASK_WATER (Q2CONTENTS_WATER|Q2CONTENTS_LAVA|Q2CONTENTS_SLIME)
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#define MASK_OPAQUE (Q2CONTENTS_SOLID|Q2CONTENTS_SLIME|Q2CONTENTS_LAVA)
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#define MASK_SHOT (Q2CONTENTS_SOLID|Q2CONTENTS_MONSTER|Q2CONTENTS_WINDOW|Q2CONTENTS_DEADMONSTER)
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#define MASK_CURRENT (Q2CONTENTS_CURRENT_0|Q2CONTENTS_CURRENT_90|Q2CONTENTS_CURRENT_180|Q2CONTENTS_CURRENT_270|Q2CONTENTS_CURRENT_UP|Q2CONTENTS_CURRENT_DOWN)
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typedef struct
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{
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int planenum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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short mins[3]; // for frustom culling
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short maxs[3];
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unsigned short firstface;
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unsigned short numfaces; // counting both sides
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} q2dnode_t;
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typedef struct
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{
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int plane;
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int children[2];
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int mins[3];
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int maxs[3];
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} q3dnode_t;
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typedef struct q2texinfo_s
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{
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float vecs[2][4]; // [s/t][xyz offset]
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int flags; // miptex flags + overrides
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int value; // light emission, etc
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char texture[32]; // texture name (textures/ *.wal)
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int nexttexinfo; // for animations, -1 = end of chain
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} q2texinfo_t;
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typedef struct
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{
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int contents; // OR of all brushes (not needed?)
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short cluster;
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short area;
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short mins[3]; // for frustum culling
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short maxs[3];
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unsigned short firstleafface;
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unsigned short numleaffaces;
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unsigned short firstleafbrush;
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unsigned short numleafbrushes;
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} q2dleaf_t;
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typedef struct
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{
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int cluster;
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int area;
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int mins[3];
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int maxs[3];
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int firstleafsurface;
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int num_leafsurfaces;
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int firstleafbrush;
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int num_leafbrushes;
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} q3dleaf_t;
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typedef struct
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{
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unsigned short planenum; // facing out of the leaf
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short texinfo;
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} q2dbrushside_t;
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typedef struct
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{
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int planenum;
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int texinfo;
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} q3dbrushside_t;
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typedef struct
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{
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int planenum;
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int texinfo;
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int facenum;
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} rbspbrushside_t;
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typedef struct
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{
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int firstside;
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int numsides;
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int contents;
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} q2dbrush_t;
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typedef struct
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{
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int firstside;
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int num_sides;
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int shadernum;
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} q3dbrush_t;
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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// the visibility lump consists of a header with a count, then
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// qbyte offsets for the PVS and PHS of each cluster, then the raw
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// compressed bit vectors
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#define DVIS_PVS 0
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#define DVIS_PHS 1
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typedef struct
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{
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int numclusters;
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int bitofs[8][2]; // bitofs[numclusters][2]
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} q2dvis_t;
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typedef struct
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{
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int numclusters;
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int rowsize;
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unsigned char data[1];
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} q3dvis_t;
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// each area has a list of portals that lead into other areas
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// when portals are closed, other areas may not be visible or
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// hearable even if the vis info says that it should be
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typedef struct
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{
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int portalnum;
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int otherarea;
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} q2dareaportal_t;
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typedef struct
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{
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int numareaportals;
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int firstareaportal;
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} q2darea_t;
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typedef struct
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{
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char shadername[64];
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int surfflags;
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int contents;
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} dq3shader_t;
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typedef struct
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{
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float n[3];
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float d;
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} Q3PLANE_t;
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struct Q3MODEL
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{
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float mins[3];
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float maxs[3];
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int firstsurface;
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int num_surfaces;
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int firstbrush;
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int num_brushes;
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};
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typedef struct
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{
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float point[3];
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float texcoords[2][2];
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float normal[3];
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unsigned char color[4];
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} q3dvertex_t;
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typedef struct
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{
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float point[3];
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float texcoords[5][2];
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float normal[3];
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unsigned char color[4][4];
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} rbspvertex_t;
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struct Q3FOG
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{
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char shadername[64] ;
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int brushnum;
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int visibleside;
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};
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enum q3surfacetype
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{
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MST_BAD=0,
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MST_PLANAR=1,
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MST_PATCH=2,
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MST_TRIANGLE_SOUP=3,
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MST_FLARE=4
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};
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typedef struct
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{
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int shadernum;
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int fognum;
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int facetype;
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int firstvertex;
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int num_vertices;
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int firstindex;
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int num_indexes;
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int lightmapnum;
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int lightmap_x;
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int lightmap_y;
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int lightmap_width;
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int lightmap_height;
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float lightmap_origin[3];
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float lightmap_vecs[2][3];
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float normal[3];
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int patchwidth;
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int patchheight;
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} q3dface_t;
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typedef struct
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{
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int shadernum;
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int fognum;
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int facetype;
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int firstvertex;
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int num_vertices;
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int firstindex;
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int num_indexes;
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unsigned char lm_styles[4];
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unsigned char vt_styles[4];
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int lightmapnum[4];
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int lightmap_offs[2][4];
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int lightmap_width;
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int lightmap_height;
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float lightmap_origin[3];
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float lightmap_vecs[2][3];
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float normal[3];
|
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int patchwidth;
|
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int patchheight;
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} rbspface_t;
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