quakequest/Projects/Android/jni/darkplaces/model_brush.h
2021-02-02 22:53:37 +00:00

716 lines
19 KiB
C

/*
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
//
typedef struct mvertex_s
{
vec3_t position;
}
mvertex_t;
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
// plane_t structure
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
// alphagen vertex
#define MATERIALFLAG_ALPHAGEN_VERTEX 268435456
// 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 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 int firstsurface;
unsigned int numsurfaces;
}
mnode_t;
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;
typedef struct mclipnode_s
{
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;
vec3_t clip_mins;
vec3_t clip_maxs;
vec3_t clip_size;
}
hull_t;
typedef struct mportal_s
{
struct mportal_s *next; // the next portal on this leaf
mleaf_t *here; // the leaf this portal is on
mleaf_t *past; // the leaf through this portal (infront)
int numpoints;
mvertex_t *points;
vec3_t mins, maxs; // culling
mplane_t plane;
}
mportal_t;
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
typedef struct q2dheader_s
{
int ident;
int version;
lump_t lumps[Q2HEADER_LUMPS];
} q2dheader_t;
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
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;
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;
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;
typedef struct q2dbrushside_s
{
unsigned short planenum; // facing out of the leaf
short texinfo;
} q2dbrushside_t;
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
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
typedef struct q2dareaportal_s
{
int portalnum;
int otherarea;
} q2dareaportal_t;
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
typedef struct q3dheader_s
{
int ident;
int version;
lump_t lumps[Q3HEADER_LUMPS_MAX];
} q3dheader_t;
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.
typedef struct q3dplane_s
{
float normal[3];
float dist;
}
q3dplane_t;
typedef struct q3dnode_s
{
int planeindex;
int childrenindex[2];
int mins[3];
int maxs[3];
}
q3dnode_t;
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;
typedef struct q3dmodel_s
{
float mins[3];
float maxs[3];
int firstface;
int numfaces;
int firstbrush;
int numbrushes;
}
q3dmodel_t;
typedef struct q3dbrush_s
{
int firstbrushside;
int numbrushsides;
int textureindex;
}
q3dbrush_t;
typedef struct q3dbrushside_s
{
int planeindex;
int textureindex;
}
q3dbrushside_t;
typedef struct q3dbrushside_ig_s
{
int planeindex;
int textureindex;
int surfaceflags;
}
q3dbrushside_ig_t;
typedef struct q3dvertex_s
{
float origin3f[3];
float texcoord2f[2];
float lightmap2f[2];
float normal3f[3];
unsigned char color4ub[4];
}
q3dvertex_t;
typedef struct q3dmeshvertex_s
{
int offset; // first vertex index of mesh
}
q3dmeshvertex_t;
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?)
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;
typedef struct q3dlightmap_s
{
unsigned char rgb[128*128*3];
}
q3dlightmap_t;
typedef struct q3dlightgrid_s
{
unsigned char ambientrgb[3];
unsigned char diffusergb[3];
unsigned char diffusepitch;
unsigned char diffuseyaw;
}
q3dlightgrid_t;
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 // has no surfaceparm
#define Q3SURFACEFLAG_NOIMPACT 16
#define Q3SURFACEFLAG_NOMARKS 32
#define Q3SURFACEFLAG_FLESH 64 // has no surfaceparm
#define Q3SURFACEFLAG_NODRAW 128
#define Q3SURFACEFLAG_HINT 256
#define Q3SURFACEFLAG_SKIP 512 // has no surfaceparm
#define Q3SURFACEFLAG_NOLIGHTMAP 1024
#define Q3SURFACEFLAG_POINTLIGHT 2048
#define Q3SURFACEFLAG_METALSTEPS 4096
#define Q3SURFACEFLAG_NOSTEPS 8192 // has no surfaceparm
#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
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;
// 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