/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant 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. GtkRadiant 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 GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #ifndef Q3MAP2_H #define Q3MAP2_H #include "globaldefs.h" /* version */ #ifndef Q3MAP_VERSION #error no Q3MAP_VERSION defined #endif /* ------------------------------------------------------------------------------- dependencies ------------------------------------------------------------------------------- */ /* platform-specific */ #if GDEF_OS_LINUX || GDEF_OS_MACOS #define Q_UNIX #endif #ifdef Q_UNIX #include #include #include #endif #if GDEF_OS_WINDOWS #include #endif /* general */ #include "version.h" /* ttimo: might want to guard that if built outside of the GtkRadiant tree */ #include "cmdlib.h" #include "mathlib.h" #include "md5lib.h" #include "ddslib.h" #include "picomodel.h" #include "scriplib.h" #include "polylib.h" #include "imagelib.h" #include "qthreads.h" #include "inout.h" #include "vfs.h" #include "png.h" #include "md4.h" #include /* ------------------------------------------------------------------------------- port-related hacks ------------------------------------------------------------------------------- */ #define MAC_STATIC_HACK 0 #if GDEF_OS_MACOS && MAC_STATIC_HACK #define MAC_STATIC static #else #define MAC_STATIC #endif #if 1 #if GDEF_OS_WINDOWS #define Q_stricmp stricmp #define Q_strncasecmp strnicmp #else #define Q_stricmp strcasecmp #define Q_strncasecmp strncasecmp #endif #endif /* macro version */ #define VectorMA( a, s, b, c ) ( ( c )[ 0 ] = ( a )[ 0 ] + ( s ) * ( b )[ 0 ], ( c )[ 1 ] = ( a )[ 1 ] + ( s ) * ( b )[ 1 ], ( c )[ 2 ] = ( a )[ 2 ] + ( s ) * ( b )[ 2 ] ) /* ------------------------------------------------------------------------------- constants ------------------------------------------------------------------------------- */ /* temporary hacks and tests (please keep off in SVN to prevent anyone's legacy map from screwing up) */ /* 2011-01-10 TTimo says we should turn these on in SVN, so turning on now */ #define Q3MAP2_EXPERIMENTAL_HIGH_PRECISION_MATH_FIXES 1 #define Q3MAP2_EXPERIMENTAL_SNAP_NORMAL_FIX 1 #define Q3MAP2_EXPERIMENTAL_SNAP_PLANE_FIX 1 /* general */ #define MAX_QPATH 64 #define MAX_IMAGES 512 #define DEFAULT_IMAGE "*default" #define MAX_MODELS 512 #define DEF_BACKSPLASH_FRACTION 0.05f /* 5% backsplash by default */ #define DEF_BACKSPLASH_DISTANCE 23 #define DEF_RADIOSITY_BOUNCE 1.0f /* ydnar: default to 100% re-emitted light */ #define MAX_SHADER_INFO 8192 #define MAX_CUST_SURFACEPARMS 256 #define SHADER_MAX_VERTEXES 1000 #define SHADER_MAX_INDEXES ( 6 * SHADER_MAX_VERTEXES ) #define MAX_JITTERS 256 /* epair parsing (note case-sensitivity directive) */ #define CASE_INSENSITIVE_EPAIRS 1 #if CASE_INSENSITIVE_EPAIRS #define EPAIR_STRCMP Q_stricmp #else #define EPAIR_STRCMP strcmp #endif /* ydnar: compiler flags, because games have widely varying content/surface flags */ #define C_SOLID 0x00000001 #define C_TRANSLUCENT 0x00000002 #define C_STRUCTURAL 0x00000004 #define C_HINT 0x00000008 #define C_NODRAW 0x00000010 #define C_LIGHTGRID 0x00000020 #define C_ALPHASHADOW 0x00000040 #define C_LIGHTFILTER 0x00000080 #define C_VERTEXLIT 0x00000100 #define C_LIQUID 0x00000200 #define C_FOG 0x00000400 #define C_SKY 0x00000800 #define C_ORIGIN 0x00001000 #define C_AREAPORTAL 0x00002000 #define C_ANTIPORTAL 0x00004000 /* like hint, but doesn't generate portals */ #define C_SKIP 0x00008000 /* like hint, but skips this face (doesn't split bsp) */ #define C_NOMARKS 0x00010000 /* no decals */ #define C_DETAIL 0x08000000 /* THIS MUST BE THE SAME AS IN RADIANT! */ /* shadow flags */ #define WORLDSPAWN_CAST_SHADOWS 1 #define WORLDSPAWN_RECV_SHADOWS 1 #define ENTITY_CAST_SHADOWS 0 #define ENTITY_RECV_SHADOWS 1 /* bsp */ #define MAX_PATCH_SIZE 32 #define MAX_BRUSH_SIDES 1024 #define MAX_BUILD_SIDES 1024 #define MAX_EXPANDED_AXIS 128 #define CLIP_EPSILON 0.1f #define PLANESIDE_EPSILON 0.001f #define PLANENUM_LEAF -1 #define HINT_PRIORITY 1000 /* ydnar: force hint splits first and antiportal/areaportal splits last */ #define ANTIPORTAL_PRIORITY -1000 #define AREAPORTAL_PRIORITY -1000 #define DETAIL_PRIORITY -3000 #define PSIDE_FRONT 1 #define PSIDE_BACK 2 #define PSIDE_BOTH ( PSIDE_FRONT | PSIDE_BACK ) #define PSIDE_FACING 4 #define BPRIMIT_UNDEFINED 0 #define BPRIMIT_OLDBRUSHES 1 #define BPRIMIT_NEWBRUSHES 2 /* vis */ #define VIS_HEADER_SIZE 8 #define SEPERATORCACHE /* seperator caching helps a bit */ #define PORTALFILE "PRT1" #define MAX_PORTALS 0x20000 /* same as MAX_MAP_PORTALS */ #define MAX_SEPERATORS MAX_POINTS_ON_WINDING #define MAX_POINTS_ON_FIXED_WINDING 24 /* ydnar: increased this from 12 at the expense of more memory */ #define MAX_PORTALS_ON_LEAF 1024 /* light */ #define EMIT_POINT 0 #define EMIT_AREA 1 #define EMIT_SPOT 2 #define EMIT_SUN 3 #define LIGHT_ATTEN_LINEAR 1 #define LIGHT_ATTEN_ANGLE 2 #define LIGHT_ATTEN_DISTANCE 4 #define LIGHT_TWOSIDED 8 #define LIGHT_GRID 16 #define LIGHT_SURFACES 32 #define LIGHT_DARK 64 /* probably never use this */ #define LIGHT_FAST 256 #define LIGHT_FAST_TEMP 512 #define LIGHT_FAST_ACTUAL ( LIGHT_FAST | LIGHT_FAST_TEMP ) #define LIGHT_NEGATIVE 1024 #define LIGHT_UNNORMALIZED 2048 /* vortex: do not normalize _color */ #define LIGHT_SUN_DEFAULT ( LIGHT_ATTEN_ANGLE | LIGHT_GRID | LIGHT_SURFACES ) #define LIGHT_AREA_DEFAULT ( LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES ) /* q3a and wolf are the same */ #define LIGHT_Q3A_DEFAULT ( LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST ) #define LIGHT_WOLF_DEFAULT ( LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST ) #define MAX_TRACE_TEST_NODES 256 #define DEFAULT_INHIBIT_RADIUS 1.5f #define LUXEL_EPSILON 0.125f #define VERTEX_EPSILON -0.125f #define GRID_EPSILON 0.0f #define DEFAULT_LIGHTMAP_SAMPLE_SIZE 16 #define DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE 0 #define DEFAULT_LIGHTMAP_SAMPLE_OFFSET 1.0f #define DEFAULT_SUBDIVIDE_THRESHOLD 1.0f #define EXTRA_SCALE 2 /* -extrawide = -super 2 */ #define EXTRAWIDE_SCALE 2 /* -extrawide = -super 2 -filter */ #define CLUSTER_UNMAPPED -1 #define CLUSTER_OCCLUDED -2 #define CLUSTER_FLOODED -3 #define VERTEX_LUXEL_SIZE 3 #define BSP_LUXEL_SIZE 3 #define RAD_LUXEL_SIZE 3 #define SUPER_LUXEL_SIZE 4 #define SUPER_FLAG_SIZE 4 #define FLAG_FORCE_SUBSAMPLING 1 #define FLAG_ALREADY_SUBSAMPLED 2 #define SUPER_ORIGIN_SIZE 3 #define SUPER_NORMAL_SIZE 4 #define SUPER_DELUXEL_SIZE 3 #define BSP_DELUXEL_SIZE 3 #define SUPER_FLOODLIGHT_SIZE 4 #define VERTEX_LUXEL( s, v ) ( vertexLuxels[ s ] + ( ( v ) * VERTEX_LUXEL_SIZE ) ) #define RAD_VERTEX_LUXEL( s, v )( radVertexLuxels[ s ] + ( ( v ) * VERTEX_LUXEL_SIZE ) ) #define BSP_LUXEL( s, x, y ) ( lm->bspLuxels[ s ] + ( ( ( ( y ) * lm->w ) + ( x ) ) * BSP_LUXEL_SIZE ) ) #define RAD_LUXEL( s, x, y ) ( lm->radLuxels[ s ] + ( ( ( ( y ) * lm->w ) + ( x ) ) * RAD_LUXEL_SIZE ) ) #define SUPER_LUXEL( s, x, y ) ( lm->superLuxels[ s ] + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_LUXEL_SIZE ) ) #define SUPER_FLAG( x, y ) ( lm->superFlags + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_FLAG_SIZE ) ) #define SUPER_DELUXEL( x, y ) ( lm->superDeluxels + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_DELUXEL_SIZE ) ) #define BSP_DELUXEL( x, y ) ( lm->bspDeluxels + ( ( ( ( y ) * lm->w ) + ( x ) ) * BSP_DELUXEL_SIZE ) ) #define SUPER_CLUSTER( x, y ) ( lm->superClusters + ( ( ( y ) * lm->sw ) + ( x ) ) ) #define SUPER_ORIGIN( x, y ) ( lm->superOrigins + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_ORIGIN_SIZE ) ) #define SUPER_NORMAL( x, y ) ( lm->superNormals + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_NORMAL_SIZE ) ) #define SUPER_DIRT( x, y ) ( lm->superNormals + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_NORMAL_SIZE ) + 3 ) /* stash dirtyness in normal[ 3 ] */ #define SUPER_FLOODLIGHT( x, y ) ( lm->superFloodLight + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_FLOODLIGHT_SIZE ) ) /* ------------------------------------------------------------------------------- abstracted bsp file ------------------------------------------------------------------------------- */ #define EXTERNAL_LIGHTMAP "lm_%04d.tga" #define MAX_LIGHTMAPS 4 /* RBSP */ #define MAX_LIGHT_STYLES 64 #define MAX_SWITCHED_LIGHTS 32 #define LS_NORMAL 0x00 #define LS_UNUSED 0xFE #define LS_NONE 0xFF #define MAX_LIGHTMAP_SHADERS 256 /* ok to increase these at the expense of more memory */ #define MAX_MAP_AREAS 0x100 /* MAX_MAP_AREA_BYTES in q_shared must match! */ #define MAX_MAP_FOGS 30 //& 0x100 /* RBSP (32 - world fog - goggles) */ #define MAX_MAP_LEAFS 0x20000 #define MAX_MAP_PORTALS 0x20000 #define MAX_MAP_LIGHTING 0x800000 #define MAX_MAP_LIGHTGRID 0x100000 //% 0x800000 /* ydnar: set to points, not bytes */ #define MAX_MAP_VISCLUSTERS 0x4000 // <= MAX_MAP_LEAFS #define MAX_MAP_VISIBILITY ( VIS_HEADER_SIZE + MAX_MAP_VISCLUSTERS * ( ( ( MAX_MAP_VISCLUSTERS + 63 ) & ~63 ) >> 3 ) ) #define MAX_MAP_DRAW_SURFS 0x40000 /* key / value pair sizes in the entities lump */ #define MAX_KEY 32 #define MAX_VALUE 1024 /* the editor uses these predefined yaw angles to orient entities up or down */ #define ANGLE_UP -1 #define ANGLE_DOWN -2 #define LIGHTMAP_WIDTH 128 #define LIGHTMAP_HEIGHT 128 #define MIN_WORLD_COORD ( -65536 ) #define MAX_WORLD_COORD ( 65536 ) #define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD ) #define LIGHTMAP_HDR //calc+store lightmaps as linear floats instead of bytes. we can then write it out as a variety of different formats. typedef void ( *bspFunc )( const char * ); typedef struct { int offset, length; } bspLump_t; typedef struct { char ident[ 4 ]; int version; bspLump_t lumps[ 100 ]; /* theoretical maximum # of bsp lumps */ } bspHeader_t; typedef struct { float mins[ 3 ], maxs[ 3 ]; int firstBSPSurface, numBSPSurfaces; int firstBSPBrush, numBSPBrushes; } bspModel_t; typedef struct { char shader[ MAX_QPATH ]; int surfaceFlags; int contentFlags; } bspShader_t; /* planes x^1 is allways the opposite of plane x */ typedef struct { float normal[ 3 ]; float dist; } bspPlane_t; typedef struct { int planeNum; int children[ 2 ]; /* negative numbers are -(leafs+1), not nodes */ int mins[ 3 ]; /* for frustom culling */ int maxs[ 3 ]; } bspNode_t; typedef struct { int cluster; /* -1 = opaque cluster (do I still store these?) */ int area; int mins[ 3 ]; /* for frustum culling */ int maxs[ 3 ]; int firstBSPLeafSurface; int numBSPLeafSurfaces; int firstBSPLeafBrush; int numBSPLeafBrushes; } bspLeaf_t; typedef struct { int planeNum; /* positive plane side faces out of the leaf */ int shaderNum; int surfaceNum; /* RBSP */ } bspBrushSide_t; typedef struct { int firstSide; int numSides; int shaderNum; /* the shader that determines the content flags */ } bspBrush_t; typedef struct { char shader[ MAX_QPATH ]; int brushNum; int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */ } bspFog_t; typedef struct { vec3_t xyz; float st[ 2 ]; float lightmap[ MAX_LIGHTMAPS ][ 2 ]; /* RBSP */ vec3_t normal; byte color[ MAX_LIGHTMAPS ][ 4 ]; /* RBSP */ } bspDrawVert_t; typedef enum { MST_BAD, MST_PLANAR, MST_PATCH, MST_TRIANGLE_SOUP, MST_FLARE, MST_FOLIAGE, //new for wolf MST_PATCHFIXED=256, //new for FTE. patch with fixed tessellation (if values are 0 then uses the control points directly) } bspSurfaceType_t; typedef struct bspGridPoint_s { byte ambient[ MAX_LIGHTMAPS ][ 3 ]; byte directed[ MAX_LIGHTMAPS ][ 3 ]; byte styles[ MAX_LIGHTMAPS ]; byte latLong[ 2 ]; } bspGridPoint_t; typedef struct { int shaderNum; int fogNum; int surfaceType; int firstVert; int numVerts; int firstIndex; int numIndexes; byte lightmapStyles[ MAX_LIGHTMAPS ]; /* RBSP */ byte vertexStyles[ MAX_LIGHTMAPS ]; /* RBSP */ int lightmapNum[ MAX_LIGHTMAPS ]; /* RBSP */ int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; /* RBSP */ int lightmapWidth, lightmapHeight; vec3_t lightmapOrigin; vec3_t lightmapVecs[ 3 ]; /* on patches, [ 0 ] and [ 1 ] are lodbounds */ int patchWidth; int patchHeight; } bspDrawSurface_t; /* ------------------------------------------------------------------------------- general types ------------------------------------------------------------------------------- */ /* ydnar: for smaller structs */ typedef unsigned char qb_t; /* ydnar: for q3map_tcMod */ typedef float tcMod_t[ 3 ][ 3 ]; /* ydnar: for multiple game support */ typedef struct surfaceParm_s { char *name; int contentFlags, contentFlagsClear; int surfaceFlags, surfaceFlagsClear; int compileFlags, compileFlagsClear; } surfaceParm_t; typedef struct game_s { char *arg; /* -game matches this */ char *gamePath; /* main game data dir */ char *homeBasePath; /* home sub-dir on unix */ char *magic; /* magic word for figuring out base path */ char *shaderPath; /* shader directory */ int maxLMSurfaceVerts; /* default maximum meta surface verts */ int maxSurfaceVerts; /* default maximum surface verts */ int maxSurfaceIndexes; /* default maximum surface indexes (tris * 3) */ qboolean emitFlares; /* when true, emit flare surfaces */ char *flareShader; /* default flare shader (MUST BE SET) */ qboolean wolfLight; /* when true, lights work like wolf q3map */ int lightmapSize; /* bsp lightmap width/height */ float lightmapGamma; /* default lightmap gamma */ qboolean lightmapsRGB; /* default lightmap sRGB mode */ qboolean texturesRGB; /* default texture sRGB mode */ qboolean colorsRGB; /* default color sRGB mode */ float lightmapExposure; /* default lightmap exposure */ float lightmapCompensate; /* default lightmap compensate value */ float gridScale; /* vortex: default lightgrid scale (affects both directional and ambient spectres) */ float gridAmbientScale; /* vortex: default lightgrid ambient spectre scale */ qboolean lightAngleHL; /* jal: use half-lambert curve for light angle attenuation */ qboolean noStyles; /* use lightstyles hack or not */ qboolean keepLights; /* keep light entities on bsp */ int patchSubdivisions; /* default patch subdivisions tolerance */ qboolean patchShadows; /* patch casting enabled */ qboolean deluxeMap; /* compile deluxemaps */ int deluxeMode; /* deluxemap mode (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */ char *bspIdent; /* 4-letter bsp file prefix */ int bspVersion; /* bsp version to use */ qboolean lumpSwap; /* cod-style len/ofs order */ bspFunc load, write; /* load/write function pointers */ surfaceParm_t surfaceParms[ 128 ]; /* surfaceparm array */ } game_t; typedef struct image_s { char *name, *filename; int refCount; int width, height; byte *pixels; } image_t; typedef struct sun_s { struct sun_s *next; vec3_t direction, color; float photons, deviance, filterRadius; int numSamples, style; } sun_t; typedef struct surfaceModel_s { struct surfaceModel_s *next; char model[ MAX_QPATH ]; float density, odds; float minScale, maxScale; float minAngle, maxAngle; qboolean oriented; } surfaceModel_t; /* ydnar/sd: foliage stuff for wolf et (engine-supported optimization of the above) */ typedef struct foliage_s { struct foliage_s *next; char model[ MAX_QPATH ]; float scale, density, odds; qboolean inverseAlpha; } foliage_t; typedef struct foliageInstance_s { vec3_t xyz, normal; } foliageInstance_t; typedef struct remap_s { struct remap_s *next; char from[ 1024 ]; char to[ MAX_QPATH ]; } remap_t; typedef struct skinfile_s { struct skinfile_s *next; char name[ 1024 ]; char to[ MAX_QPATH ]; } skinfile_t; /* wingdi.h hack, it's the same: 0 */ #undef CM_NONE typedef enum { CM_NONE, CM_VOLUME, CM_COLOR_SET, CM_ALPHA_SET, CM_COLOR_SCALE, CM_ALPHA_SCALE, CM_COLOR_DOT_PRODUCT, CM_ALPHA_DOT_PRODUCT, CM_COLOR_DOT_PRODUCT_SCALE, CM_ALPHA_DOT_PRODUCT_SCALE, CM_COLOR_DOT_PRODUCT_2, CM_ALPHA_DOT_PRODUCT_2, CM_COLOR_DOT_PRODUCT_2_SCALE, CM_ALPHA_DOT_PRODUCT_2_SCALE } colorModType_t; typedef struct colorMod_s { struct colorMod_s *next; colorModType_t type; vec_t data[ 16 ]; } colorMod_t; typedef enum { IM_NONE, IM_OPAQUE, IM_MASKED, IM_BLEND } implicitMap_t; typedef struct shaderInfo_s { char shader[ MAX_QPATH ]; int surfaceFlags; int contentFlags; int compileFlags; float value; /* light value */ char *flareShader; /* for light flares */ char *damageShader; /* ydnar: sof2 damage shader name */ char *backShader; /* for surfaces that generate different front and back passes */ char *cloneShader; /* ydnar: for cloning of a surface */ char *remapShader; /* ydnar: remap a shader in final stage */ char *deprecateShader; /* vortex: shader is deprecated and replaced by this on use */ surfaceModel_t *surfaceModel; /* ydnar: for distribution of models */ foliage_t *foliage; /* ydnar/splash damage: wolf et foliage */ float subdivisions; /* from a "tesssize xxx" */ float backsplashFraction; /* floating point value, usually 0.05 */ float backsplashDistance; /* default 16 */ float lightSubdivide; /* default 999 */ float lightFilterRadius; /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */ int lightmapSampleSize; /* lightmap sample size */ float lightmapSampleOffset; /* ydnar: lightmap sample offset (default: 1.0) */ float bounceScale; /* ydnar: radiosity re-emission [0,1.0+] */ float offset; /* ydnar: offset in units */ float shadeAngleDegrees; /* ydnar: breaking angle for smooth shading (degrees) */ vec3_t mins, maxs; /* ydnar: for particle studio vertexDeform move support */ qb_t legacyTerrain; /* ydnar: enable legacy terrain crutches */ qb_t indexed; /* ydnar: attempt to use indexmap (terrain alphamap style) */ qb_t forceMeta; /* ydnar: force metasurface path */ qb_t noClip; /* ydnar: don't clip into bsp, preserve original face winding */ qb_t noFast; /* ydnar: supress fast lighting for surfaces with this shader */ qb_t invert; /* ydnar: reverse facing */ qb_t nonplanar; /* ydnar: for nonplanar meta surface merging */ qb_t tcGen; /* ydnar: has explicit texcoord generation */ vec3_t vecs[ 2 ]; /* ydnar: explicit texture vectors for [0,1] texture space */ tcMod_t mod; /* ydnar: q3map_tcMod matrix for djbob :) */ vec3_t lightmapAxis; /* ydnar: explicit lightmap axis projection */ colorMod_t *colorMod; /* ydnar: q3map_rgb/color/alpha/Set/Mod support */ int furNumLayers; /* ydnar: number of fur layers */ float furOffset; /* ydnar: offset of each layer */ float furFade; /* ydnar: alpha fade amount per layer */ qb_t splotchFix; /* ydnar: filter splotches on lightmaps */ qb_t hasPasses; /* false if the shader doesn't define any rendering passes */ qb_t globalTexture; /* don't normalize texture repeats */ qb_t twoSided; /* cull none */ qb_t autosprite; /* autosprite shaders will become point lights instead of area lights */ qb_t polygonOffset; /* ydnar: don't face cull this or against this */ qb_t patchShadows; /* have patches casting shadows when using -light for this surface */ qb_t vertexShadows; /* shadows will be casted at this surface even when vertex lit */ qb_t forceSunlight; /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */ qb_t notjunc; /* don't use this surface for tjunction fixing */ qb_t fogParms; /* ydnar: has fogparms */ qb_t noFog; /* ydnar: supress fogging */ qb_t clipModel; /* ydnar: solid model hack */ qb_t noVertexLight; /* ydnar: leave vertex color alone */ qb_t noDirty; /* jal: do not apply the dirty pass to this surface */ byte styleMarker; /* ydnar: light styles hack */ float vertexScale; /* vertex light scale */ char skyParmsImageBase[ MAX_QPATH ]; /* ydnar: for skies */ char editorImagePath[ MAX_QPATH ]; /* use this image to generate texture coordinates */ char lightImagePath[ MAX_QPATH ]; /* use this image to generate color / averageColor */ char normalImagePath[ MAX_QPATH ]; /* ydnar: normalmap image for bumpmapping */ implicitMap_t implicitMap; /* ydnar: enemy territory implicit shaders */ char implicitImagePath[ MAX_QPATH ]; image_t *shaderImage; image_t *lightImage; image_t *normalImage; float skyLightValue; /* ydnar */ int skyLightIterations; /* ydnar */ sun_t *sun; /* ydnar */ vec3_t color; /* normalized color */ vec3_t averageColor; byte lightStyle; /* vortex: per-surface floodlight */ float floodlightDirectionScale; vec3_t floodlightRGB; float floodlightIntensity; float floodlightDistance; qb_t lmMergable; /* ydnar */ int lmCustomWidth, lmCustomHeight; /* ydnar */ float lmBrightness; /* ydnar */ float lmFilterRadius; /* ydnar: lightmap filtering/blurring radius for this shader (default: 0) */ int shaderWidth, shaderHeight; /* ydnar */ float stFlat[ 2 ]; vec3_t fogDir; /* ydnar */ char *shaderText; /* ydnar */ qb_t custom; qb_t finished; } shaderInfo_t; typedef struct { size_t numlumps; struct { char lumpname[24]; void *data; size_t lumpsize; } lumps[1]; } bspx_t; /* ------------------------------------------------------------------------------- bsp structures ------------------------------------------------------------------------------- */ typedef struct face_s { struct face_s *next; int planenum; int priority; //qboolean checked; int compileFlags; winding_t *w; } face_t; typedef struct plane_s { vec3_t normal; vec_t dist; int type; int counter; int hash_chain; } plane_t; typedef struct side_s { int planenum; int outputNum; /* set when the side is written to the file list */ float texMat[ 2 ][ 3 ]; /* brush primitive texture matrix */ float vecs[ 2 ][ 4 ]; /* old-style texture coordinate mapping */ winding_t *winding; winding_t *visibleHull; /* convex hull of all visible fragments */ shaderInfo_t *shaderInfo; int contentFlags; /* from shaderInfo */ int surfaceFlags; /* from shaderInfo */ int compileFlags; /* from shaderInfo */ int value; /* from shaderInfo */ qboolean visible; /* choose visble planes first */ qboolean bevel; /* don't ever use for bsp splitting, and don't bother making windings for it */ qboolean culled; /* ydnar: face culling */ } side_t; typedef struct sideRef_s { struct sideRef_s *next; side_t *side; } sideRef_t; /* ydnar: generic index mapping for entities (natural extension of terrain texturing) */ typedef struct indexMap_s { int w, h, numLayers; char name[ MAX_QPATH ], shader[ MAX_QPATH ]; float offsets[ 256 ]; byte *pixels; } indexMap_t; typedef struct brush_s { struct brush_s *next; struct brush_s *nextColorModBrush; /* ydnar: colorMod volume brushes go here */ struct brush_s *original; /* chopped up brushes will reference the originals */ int entityNum, brushNum; /* editor numbering */ int outputNum; /* set when the brush is written to the file list */ /* ydnar: for shadowcasting entities */ int castShadows; int recvShadows; shaderInfo_t *contentShader; shaderInfo_t *celShader; /* :) */ /* ydnar: gs mods */ int lightmapSampleSize; /* jal : entity based _lightmapsamplesize */ float lightmapScale; float shadeAngleDegrees; /* jal : entity based _shadeangle */ vec3_t eMins, eMaxs; indexMap_t *im; int contentFlags; int compileFlags; /* ydnar */ qboolean detail; qboolean opaque; int portalareas[ 2 ]; vec3_t mins, maxs; int numsides; side_t sides[ 6 ]; /* variably sized */ } brush_t; typedef struct fog_s { shaderInfo_t *si; brush_t *brush; int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */ } fog_t; typedef struct { vec3_t origin; int cubesize; //pixel size of the cubemap } denvmap_t; typedef struct { int width, height; int subdiv_x, subdiv_y; bspDrawVert_t *verts; } mesh_t; typedef struct parseMesh_s { struct parseMesh_s *next; int entityNum, brushNum; /* ydnar: editor numbering */ /* ydnar: for shadowcasting entities */ int castShadows; int recvShadows; mesh_t mesh; shaderInfo_t *shaderInfo; shaderInfo_t *celShader; /* :) */ /* jal : entity based _lightmapsamplesize */ int lightmapSampleSize; /* ydnar: gs mods */ float lightmapScale; vec3_t eMins, eMaxs; indexMap_t *im; /* grouping */ qboolean grouped; float longestCurve; int maxIterations; } parseMesh_t; /* ydnar: the drawsurf struct was extended to allow for: - non-convex planar surfaces - non-planar brushface surfaces - lightmapped terrain - planar patches */ typedef enum { /* ydnar: these match up exactly with bspSurfaceType_t */ SURFACE_BAD, SURFACE_FACE, SURFACE_PATCH, SURFACE_TRIANGLES, SURFACE_FLARE, SURFACE_FOLIAGE, /* wolf et */ /* ydnar: compiler-relevant surface types */ SURFACE_FORCED_META, SURFACE_META, SURFACE_FOGHULL, SURFACE_DECAL, SURFACE_SHADER, NUM_SURFACE_TYPES } surfaceType_t; char *surfaceTypes[ NUM_SURFACE_TYPES ] #ifndef MAIN_C ; #else = { "SURFACE_BAD", "SURFACE_FACE", "SURFACE_PATCH", "SURFACE_TRIANGLES", "SURFACE_FLARE", "SURFACE_FOLIAGE", "SURFACE_FORCED_META", "SURFACE_META", "SURFACE_FOGHULL", "SURFACE_DECAL", "SURFACE_SHADER" }; #endif /* ydnar: this struct needs an overhaul (again, heh) */ typedef struct mapDrawSurface_s { surfaceType_t type; qboolean planar; int outputNum; /* ydnar: to match this sort of thing up */ qboolean fur; /* ydnar: this is kind of a hack, but hey... */ qboolean skybox; /* ydnar: yet another fun hack */ qboolean backSide; /* ydnar: q3map_backShader support */ struct mapDrawSurface_s *parent; /* ydnar: for cloned (skybox) surfaces to share lighting data */ struct mapDrawSurface_s *clone; /* ydnar: for cloned surfaces */ struct mapDrawSurface_s *cel; /* ydnar: for cloned cel surfaces */ shaderInfo_t *shaderInfo; shaderInfo_t *celShader; brush_t *mapBrush; parseMesh_t *mapMesh; sideRef_t *sideRef; int fogNum; int cubemapNum; int numVerts; /* vertexes and triangles */ bspDrawVert_t *verts; int numIndexes; int *indexes; int planeNum; vec3_t lightmapOrigin; /* also used for flares */ vec3_t lightmapVecs[ 3 ]; /* also used for flares */ int lightStyle; /* used for flares */ /* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */ float lightmapScale; /* jal: per-surface (per-entity, actually) shadeangle */ float shadeAngleDegrees; /* ydnar: surface classification */ vec3_t mins, maxs; vec3_t lightmapAxis; int sampleSize; /* ydnar: shadow group support */ int castShadows, recvShadows; /* ydnar: texture coordinate range monitoring for hardware with limited texcoord precision (in texel space) */ float bias[ 2 ]; int texMins[ 2 ], texMaxs[ 2 ], texRange[ 2 ]; /* ydnar: for patches */ float longestCurve; int maxIterations; int patchWidth, patchHeight; int subdiv_x, subdiv_y; vec3_t bounds[ 2 ]; /* ydnar/sd: for foliage */ int numFoliageInstances; /* ydnar: editor/useful numbering */ int entityNum; int surfaceNum; } mapDrawSurface_t; typedef struct drawSurfRef_s { struct drawSurfRef_s *nextRef; int outputNum; } drawSurfRef_t; /* ydnar: metasurfaces are constructed from lists of metatriangles so they can be merged in the best way */ typedef struct metaTriangle_s { shaderInfo_t *si; side_t *side; int entityNum, surfaceNum, planeNum, fogNum, cubemapNum, sampleSize, castShadows, recvShadows; float shadeAngleDegrees; vec4_t plane; vec3_t lightmapAxis; int indexes[ 3 ]; } metaTriangle_t; typedef struct epair_s { struct epair_s *next; char *key, *value; } epair_t; typedef struct { vec3_t origin; brush_t *brushes, *lastBrush, *colorModBrushes; parseMesh_t *patches; int mapEntityNum, firstDrawSurf; int firstBrush, numBrushes; /* only valid during BSP compile */ epair_t *epairs; vec3_t originbrush_origin; } entity_t; typedef struct node_s { /* both leafs and nodes */ int planenum; /* -1 = leaf node */ struct node_s *parent; vec3_t mins, maxs; /* valid after portalization */ brush_t *volume; /* one for each leaf/node */ /* nodes only */ side_t *side; /* the side that created the node */ struct node_s *children[ 2 ]; int compileFlags; /* ydnar: hint, antiportal */ int tinyportals; vec3_t referencepoint; /* leafs only */ qboolean opaque; /* view can never be inside */ qboolean areaportal; qboolean skybox; /* ydnar: a skybox leaf */ qboolean sky; /* ydnar: a sky leaf */ int cluster; /* for portalfile writing */ int area; /* for areaportals */ brush_t *brushlist; /* fragments of all brushes in this leaf */ drawSurfRef_t *drawSurfReferences; int occupied; /* 1 or greater can reach entity */ entity_t *occupant; /* for leak file testing */ struct portal_s *portals; /* also on nodes during construction */ qboolean has_structural_children; } node_t; typedef struct portal_s { plane_t plane; node_t *onnode; /* NULL = outside box */ node_t *nodes[ 2 ]; /* [ 0 ] = front side of plane */ struct portal_s *next[ 2 ]; winding_t *winding; qboolean sidefound; /* false if ->side hasn't been checked */ int compileFlags; /* from original face that caused the split */ side_t *side; /* NULL = non-visible */ } portal_t; typedef struct { node_t *headnode; node_t outside_node; vec3_t mins, maxs; } tree_t; /* ------------------------------------------------------------------------------- vis structures ------------------------------------------------------------------------------- */ typedef struct { vec3_t normal; float dist; } visPlane_t; typedef struct { int numpoints; vec3_t points[ MAX_POINTS_ON_FIXED_WINDING ]; /* variable sized */ } fixedWinding_t; typedef struct passage_s { struct passage_s *next; byte cansee[ 1 ]; /* all portals that can be seen through this passage */ } passage_t; typedef enum { stat_none, stat_working, stat_done } vstatus_t; typedef struct { int num; qboolean hint; /* true if this portal was created from a hint splitter */ qboolean sky; /* true if this portal belongs to a sky leaf */ qboolean removed; visPlane_t plane; /* normal pointing into neighbor */ int leaf; /* neighbor */ vec3_t origin; /* for fast clip testing */ float radius; fixedWinding_t *winding; vstatus_t status; byte *portalfront; /* [portals], preliminary */ byte *portalflood; /* [portals], intermediate */ byte *portalvis; /* [portals], final */ int nummightsee; /* bit count on portalflood for sort */ passage_t *passages; /* there are just as many passages as there */ /* are portals in the leaf this portal leads */ } vportal_t; typedef struct leaf_s { int numportals; int merged; vportal_t *portals[MAX_PORTALS_ON_LEAF]; } leaf_t; typedef struct pstack_s { byte mightsee[ MAX_PORTALS / 8 ]; struct pstack_s *next; leaf_t *leaf; vportal_t *portal; /* portal exiting */ fixedWinding_t *source; fixedWinding_t *pass; fixedWinding_t windings[ 3 ]; /* source, pass, temp in any order */ int freewindings[ 3 ]; visPlane_t portalplane; int depth; #ifdef SEPERATORCACHE visPlane_t seperators[ 2 ][ MAX_SEPERATORS ]; int numseperators[ 2 ]; #endif } pstack_t; typedef struct { vportal_t *base; int c_chains; pstack_t pstack_head; } threaddata_t; /* ------------------------------------------------------------------------------- light structures ------------------------------------------------------------------------------- */ /* ydnar: new light struct with flags */ typedef struct light_s { struct light_s *next; int type; int flags; /* ydnar: condensed all the booleans into one flags int */ shaderInfo_t *si; vec3_t origin; vec3_t normal; /* for surfaces, spotlights, and suns */ float dist; /* plane location along normal */ float photons; int style; vec3_t color; float radiusByDist; /* for spotlights */ float fade; /* ydnar: from wolf, for linear lights */ float angleScale; /* ydnar: stolen from vlight for K */ float extraDist; /* "extra dimension" distance of the light, to kill hot spots */ float add; /* ydnar: used for area lights */ float envelope; /* ydnar: units until falloff < tolerance */ float envelope2; /* ydnar: envelope squared (tiny optimization) */ vec3_t mins, maxs; /* ydnar: pvs envelope */ int cluster; /* ydnar: cluster light falls into */ winding_t *w; vec3_t emitColor; /* full out-of-gamut value */ float falloffTolerance; /* ydnar: minimum attenuation threshold */ float filterRadius; /* ydnar: lightmap filter radius in world units, 0 == default */ } light_t; typedef struct { /* constant input */ qboolean testOcclusion, forceSunlight, testAll; int recvShadows; int numSurfaces; int *surfaces; int numLights; light_t **lights; qboolean twoSided; /* per-sample input */ int cluster; vec3_t origin, normal; vec_t inhibitRadius; /* sphere in which occluding geometry is ignored */ /* per-light input */ light_t *light; vec3_t end; /* calculated input */ vec3_t displacement, direction; vec_t distance; /* input and output */ vec3_t color; /* starts out at full color, may be reduced if transparent surfaces are crossed */ vec3_t colorNoShadow; /* result color with no shadow casting */ vec3_t directionContribution; /* result contribution to the deluxe map */ /* output */ vec3_t hit; int compileFlags; /* for determining surface compile flags traced through */ qboolean passSolid; qboolean opaque; vec_t forceSubsampling; /* needs subsampling (alphashadow), value = max color contribution possible from it */ /* working data */ int numTestNodes; int testNodes[ MAX_TRACE_TEST_NODES ]; } trace_t; /* must be identical to bspDrawVert_t except for float color! */ typedef struct { vec3_t xyz; float st[ 2 ]; float lightmap[ MAX_LIGHTMAPS ][ 2 ]; vec3_t normal; float color[ MAX_LIGHTMAPS ][ 4 ]; } radVert_t; typedef struct { int numVerts; radVert_t verts[ MAX_POINTS_ON_WINDING ]; } radWinding_t; /* crutch for poor local allocations in win32 smp */ typedef struct { vec_t dists[ MAX_POINTS_ON_WINDING + 4 ]; int sides[ MAX_POINTS_ON_WINDING + 4 ]; } clipWork_t; /* ydnar: new lightmap handling code */ typedef struct outLightmap_s { int lightmapNum, extLightmapNum; int customWidth, customHeight; int numLightmaps; int freeLuxels; int numShaders; shaderInfo_t *shaders[ MAX_LIGHTMAP_SHADERS ]; byte *lightBits; #ifdef LIGHTMAP_HDR float *bspLightHDR; #else byte *bspLightBytes; #endif byte *bspDirBytes; } outLightmap_t; typedef struct rawLightmap_s { qboolean finished, splotchFix, wrap[ 2 ]; int customWidth, customHeight; float brightness; float filterRadius; int firstLightSurface, numLightSurfaces; /* index into lightSurfaces */ int numLightClusters, *lightClusters; int sampleSize, actualSampleSize, axisNum; /* vortex: per-surface floodlight */ float floodlightDirectionScale; vec3_t floodlightRGB; float floodlightIntensity; float floodlightDistance; int entityNum; int recvShadows; vec3_t mins, maxs, axis, origin, *vecs; float *plane; int w, h, sw, sh, used; qboolean solid[ MAX_LIGHTMAPS ]; vec3_t solidColor[ MAX_LIGHTMAPS ]; int numStyledTwins; struct rawLightmap_s *twins[ MAX_LIGHTMAPS ]; int outLightmapNums[ MAX_LIGHTMAPS ]; int twinNums[ MAX_LIGHTMAPS ]; int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; byte styles[ MAX_LIGHTMAPS ]; float *bspLuxels[ MAX_LIGHTMAPS ]; float *radLuxels[ MAX_LIGHTMAPS ]; float *superLuxels[ MAX_LIGHTMAPS ]; unsigned char *superFlags; float *superOrigins; float *superNormals; int *superClusters; float *superDeluxels; /* average light direction */ float *bspDeluxels; float *superFloodLight; } rawLightmap_t; typedef struct rawGridPoint_s { vec3_t ambient[ MAX_LIGHTMAPS ]; vec3_t directed[ MAX_LIGHTMAPS ]; vec3_t dir; byte styles[ MAX_LIGHTMAPS ]; } rawGridPoint_t; typedef struct surfaceInfo_s { int modelindex; shaderInfo_t *si; rawLightmap_t *lm; int parentSurfaceNum, childSurfaceNum; int entityNum, castShadows, recvShadows, sampleSize, patchIterations; float longestCurve; float *plane; vec3_t axis, mins, maxs; qboolean hasLightmap, approximated; int firstSurfaceCluster, numSurfaceClusters; } surfaceInfo_t; /* ------------------------------------------------------------------------------- prototypes ------------------------------------------------------------------------------- */ /* main.c */ vec_t Random( void ); char *Q_strncpyz( char *dst, const char *src, size_t len ); char *Q_strcat( char *dst, size_t dlen, const char *src ); char *Q_strncat( char *dst, size_t dlen, const char *src, size_t slen ); /* help.c */ void HelpMain(const char* arg); /* path_init.c */ game_t *GetGame( char *arg ); void InitPaths( int *argc, char **argv ); /* fixaas.c */ int FixAASMain( int argc, char **argv ); /* bsp.c */ int BSPMain( int argc, char **argv ); /* bsp_analyze.c */ int AnalyzeBSPMain( int argc, char **argv ); /* bsp_info.c */ int BSPInfoMain( int count, char **fileNames ); /* bsp_scale.c */ int ScaleBSPMain( int argc, char **argv ); /* convert_bsp.c */ int ConvertBSPMain( int argc, char **argv ); /* convert_map.c */ int ConvertBSPToMap( char *bspName ); int ConvertBSPToMap_BP( char *bspName ); /* convert_ase.c */ int ConvertBSPToASE( char *bspName ); /* convert_obj.c */ int ConvertBSPToOBJ( char *bspName ); /* brush.c */ sideRef_t *AllocSideRef( side_t *side, sideRef_t *next ); int CountBrushList( brush_t *brushes ); brush_t *AllocBrush( int numsides ); void FreeBrush( brush_t *brushes ); void FreeBrushList( brush_t *brushes ); brush_t *CopyBrush( brush_t *brush ); qboolean BoundBrush( brush_t *brush ); qboolean CreateBrushWindings( brush_t *brush ); brush_t *BrushFromBounds( vec3_t mins, vec3_t maxs ); vec_t BrushVolume( brush_t *brush ); void WriteBSPBrushMap( char *name, brush_t *list ); void FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree ); void FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree ); int BoxOnPlaneSide( vec3_t mins, vec3_t maxs, plane_t *plane ); qboolean WindingIsTiny( winding_t *w ); void SplitBrush( brush_t *brush, int planenum, brush_t **front, brush_t **back ); tree_t *AllocTree( void ); node_t *AllocNode( void ); /* mesh.c */ void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out ); void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out ); void FreeMesh( mesh_t *m ); mesh_t *CopyMesh( mesh_t *mesh ); void PrintMesh( mesh_t *m ); mesh_t *TransposeMesh( mesh_t *in ); void InvertMesh( mesh_t *m ); mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength ); int IterationsForCurve( float len, int subdivisions ); mesh_t *SubdivideMesh2( mesh_t in, int iterations ); mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable ); mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ); void MakeMeshNormals( mesh_t in ); void PutMeshOnCurve( mesh_t in ); void MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up ); /* map.c */ void LoadMapFile( char *filename, qboolean onlyLights, qboolean noCollapseGroups ); int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points ); int PlaneTypeForNormal( vec3_t normal ); void AddBrushBevels( void ); brush_t *FinishBrush( qboolean noCollapseGroups ); /* portals.c */ void MakeHeadnodePortals( tree_t *tree ); void MakeNodePortal( node_t *node ); void SplitNodePortals( node_t *node ); qboolean PortalPassable( portal_t *p ); #define FLOODENTITIES_LEAKED 1 #define FLOODENTITIES_GOOD 0 #define FLOODENTITIES_EMPTY -1 int FloodEntities( tree_t *tree ); void FillOutside( node_t *headnode ); void FloodAreas( tree_t *tree ); face_t *VisibleFaces( entity_t *e, tree_t *tree ); void FreePortal( portal_t *p ); void MakeTreePortals( tree_t *tree ); /* leakfile.c */ xmlNodePtr LeakFile( tree_t *tree, const char *lineFilePath ); /* prtfile.c */ void NumberClusters( tree_t *tree ); void WritePortalFile( tree_t *tree, const char *portalFilePath ); /* writebsp.c */ void SetModelNumbers( void ); void SetLightStyles( void ); int EmitShader( const char *shader, int *contentFlags, int *surfaceFlags ); void BeginBSPFile( void ); void EndBSPFile( qboolean do_write, const char *BSPFilePath, const char *surfaceFilePath ); void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes ); void EmitFogs( void ); void BeginModel( void ); void EndModel( entity_t *e, node_t *headnode ); /* tree.c */ void FreeTree( tree_t *tree ); void FreeTree_r( node_t *node ); void PrintTree_r( node_t *node, int depth ); void FreeTreePortals_r( node_t *node ); /* patch.c */ void ParsePatch( qboolean onlyLights, qboolean fixedsubdivs ); void ParsePatchWS( qboolean onlyLights ); mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength ); void PatchMapDrawSurfs( entity_t *e ); void TriangulatePatchSurface( entity_t *e, mapDrawSurface_t *ds ); /* tjunction.c */ void FixTJunctions( entity_t *e ); /* fog.c */ winding_t *WindingFromDrawSurf( mapDrawSurface_t *ds ); void FogDrawSurfaces( entity_t *e ); int FogForPoint( vec3_t point, float epsilon ); int FogForBounds( vec3_t mins, vec3_t maxs, float epsilon ); void CreateMapFogs( void ); int CubemapForBounds( vec3_t mins, vec3_t maxs ); void CreateMapCubemaps( void ); /* facebsp.c */ face_t *MakeStructuralBSPFaceList( brush_t *list ); face_t *MakeVisibleBSPFaceList( brush_t *list ); tree_t *FaceBSP( face_t *list ); /* model.c */ void PicoPrintFunc( int level, const char *str ); void PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize ); picoModel_t *FindModel( const char *name, int frame ); picoModel_t *LoadModel( const char *name, int frame ); void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle ); void AddTriangleModels( entity_t *e ); /* surface.c */ mapDrawSurface_t *AllocDrawSurface( surfaceType_t type ); void FinishSurface( mapDrawSurface_t *ds ); void StripFaceSurface( mapDrawSurface_t *ds ); void MaxAreaFaceSurface( mapDrawSurface_t *ds ); qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds ); qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis ); void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ); void ClassifyEntitySurfaces( entity_t *e ); void TidyEntitySurfaces( entity_t *e ); mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ); mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si ); qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c ); void ClearSurface( mapDrawSurface_t *ds ); void AddEntitySurfaceModels( entity_t *e ); mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w ); mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh ); mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle ); mapDrawSurface_t *DrawSurfaceForShader( char *shader ); void ClipSidesIntoTree( entity_t *e, tree_t *tree ); void MakeDebugPortalSurfs( tree_t *tree ); void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader ); void SubdivideFaceSurfaces( entity_t *e, tree_t *tree ); void AddEntitySurfaceModels( entity_t *e ); int AddSurfaceModels( mapDrawSurface_t *ds ); void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree ); void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds ); void EmitTriangleSurface( mapDrawSurface_t *ds ); /* surface_fur.c */ void Fur( mapDrawSurface_t *src ); /* surface_foliage.c */ void Foliage( mapDrawSurface_t *src ); /* ydnar: surface_meta.c */ void ClearMetaTriangles( void ); int FindMetaTriangle( metaTriangle_t *src, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c, int planeNum ); void MakeEntityMetaTriangles( entity_t *e ); void FixMetaTJunctions( void ); void SmoothMetaTriangles( void ); void MergeMetaTriangles( void ); void EmitMetaStats(); // vortex: print meta statistics even in no-verbose mode /* surface_extra.c */ void SetDefaultSampleSize( int sampleSize ); void SetSurfaceExtra( mapDrawSurface_t *ds, int num ); shaderInfo_t *GetSurfaceExtraShaderInfo( int num ); int GetSurfaceExtraParentSurfaceNum( int num ); int GetSurfaceExtraEntityNum( int num ); int GetSurfaceExtraCastShadows( int num ); int GetSurfaceExtraRecvShadows( int num ); int GetSurfaceExtraSampleSize( int num ); int GetSurfaceExtraMinSampleSize( int num ); float GetSurfaceExtraLongestCurve( int num ); void GetSurfaceExtraLightmapAxis( int num, vec3_t lightmapAxis ); void WriteSurfaceExtraFile( const char *surfaceFilePath ); void LoadSurfaceExtraFile( const char *surfaceFilePath ); /* decals.c */ void ProcessDecals( void ); void MakeEntityDecals( entity_t *e ); /* map.c */ void TextureAxisFromPlane( plane_t *pln, vec3_t xv, vec3_t yv ); /* brush_primit.c */ void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY ); /* vis.c */ fixedWinding_t *NewFixedWinding( int points ); int VisMain( int argc, char **argv ); /* visflow.c */ int CountBits( byte *bits, int numbits ); void PassageFlow( int portalnum ); void CreatePassages( int portalnum ); void PassageMemory( void ); void BasePortalVis( int portalnum ); void BetterPortalVis( int portalnum ); void PortalFlow( int portalnum ); void PassagePortalFlow( int portalnum ); /* light.c */ float PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w ); int LightContributionToSample( trace_t *trace ); void LightingAtSample( trace_t * trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] ); int LightContributionToPoint( trace_t *trace ); int LightMain( int argc, char **argv ); /* light_trace.c */ void SetupTraceNodes( void ); void TraceLine( trace_t *trace ); float SetupTrace( trace_t *trace ); /* light_bounce.c */ qboolean RadSampleImage( byte * pixels, int width, int height, float st[ 2 ], float color[ 4 ] ); void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw ); void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw, qboolean fixed ); void RadCreateDiffuseLights( void ); void RadFreeLights(); /* light_ydnar.c */ void ColorToBytes( const float *color, byte *colorBytes, float scale ); void ColorToHDR( const float *color, float *colorBytes ); void SmoothNormals( void ); void MapRawLightmap( int num ); void SetupDirt(); float DirtForSample( trace_t *trace ); void DirtyRawLightmap( int num ); void SetupFloodLight(); void FloodlightRawLightmaps(); void FloodlightIlluminateLightmap( rawLightmap_t *lm ); float FloodLightForSample( trace_t *trace, float floodLightDistance, qboolean floodLightLowQuality ); void FloodLightRawLightmap( int num ); void IlluminateRawLightmap( int num ); void IlluminateVertexes( int num ); void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all ); void SetupBrushes( void ); void SetupClusters( void ); qboolean ClusterVisible( int a, int b ); qboolean ClusterVisibleToPoint( vec3_t point, int cluster ); int ClusterForPoint( vec3_t point ); int ClusterForPointExt( vec3_t point, float epsilon ); int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters ); int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags ); void SetupEnvelopes( qboolean forGrid, qboolean fastFlag ); void FreeTraceLights( trace_t *trace ); void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace ); void CreateTraceLightsForSurface( int num, trace_t *trace ); /* lightmaps_ydnar.c */ void ExportLightmaps( void ); int ExportLightmapsMain( int argc, char **argv ); int ImportLightmapsMain( int argc, char **argv ); void SetupSurfaceLightmaps( void ); void StitchSurfaceLightmaps( void ); void StoreSurfaceLightmaps( qboolean fastAllocate ); /* exportents.c */ void ExportEntities( void ); int ExportEntitiesMain( int argc, char **argv ); /* image.c */ void ImageFree( image_t *image ); image_t *ImageFind( const char *filename ); image_t *ImageLoad( const char *filename ); /* shaders.c */ void ColorMod( colorMod_t *am, int numVerts, bspDrawVert_t *drawVerts ); void TCMod( tcMod_t mod, float st[ 2 ] ); void TCModIdentity( tcMod_t mod ); void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out ); void TCModTranslate( tcMod_t mod, float s, float t ); void TCModScale( tcMod_t mod, float s, float t ); void TCModRotate( tcMod_t mod, float euler ); qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ); void BeginMapShaderFile( const char *mapFile ); void WriteMapShaderFile( void ); shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ); void EmitVertexRemapShader( char *from, char *to ); void LoadShaderInfo( void ); shaderInfo_t *ShaderInfoForShader( const char *shader ); shaderInfo_t *ShaderInfoForShaderNull( const char *shader ); /* bspfile_abstract.c */ void SetGridPoints( int n ); void SetDrawVerts( int n ); void IncDrawVerts(); void SetDrawSurfaces( int n ); void SetDrawSurfacesBuffer(); void BSPFilesCleanup(); void SwapBlock( int *block, int size ); int GetLumpElements( bspHeader_t *header, int lump, int size ); void *GetLump( bspHeader_t *header, int lump ); int CopyLump( bspHeader_t *header, int lump, void *dest, int size ); int CopyLump_Allocate( bspHeader_t *header, int lump, void **dest, int size, int *allocationVariable ); void AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length ); void LoadBSPFile( const char *filename ); void WriteBSPFile( const char *filename ); void PrintBSPFileSizes( void ); void *BSPX_FindLump(const char *lumpname, size_t *lumpsize); void BSPX_Setup(void *filebase, size_t filelen, bspLump_t *lumps, size_t numlumps); void BSPX_CopyOut(const char *lumpname, void *lumpdata, size_t lumpsize); void BSPX_WriteLumps(FILE *file, bspLump_t *lumps, size_t stdlumps); epair_t *ParseEPair( void ); void ParseEntities( void ); void UnparseEntities( void ); void PrintEntity( const entity_t *ent ); void SetKeyValue( entity_t *ent, const char *key, const char *value ); qboolean KeyExists( const entity_t *ent, const char *key ); /* VorteX: check if key exists */ const char *ValueForKey( const entity_t *ent, const char *key ); int IntForKey( const entity_t *ent, const char *key ); vec_t FloatForKey( const entity_t *ent, const char *key ); qboolean GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec ); entity_t *FindTargetEntity( const char *target ); void GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows ); void InjectCommandLine( char **argv, int beginArgs, int endArgs ); /* bspfile_ibsp.c */ void LoadIBSPFile( const char *filename ); void WriteIBSPFile( const char *filename ); /* bspfile_rbsp.c */ void LoadRBSPFile( const char *filename ); void WriteRBSPFile( const char *filename ); /* ------------------------------------------------------------------------------- bsp/general global variables ------------------------------------------------------------------------------- */ #ifdef MAIN_C #define Q_EXTERN #define Q_ASSIGN( a ) = a #else #define Q_EXTERN extern #define Q_ASSIGN( a ) #endif /* game support */ Q_EXTERN game_t games[] #ifndef MAIN_C ; #else = { #include "game_fte.h" /* spike: fte engine */ , #include "game__null.h" /* null game (must be last item) */ }; #endif Q_EXTERN game_t *game Q_ASSIGN( &games[ 0 ] ); /* general */ Q_EXTERN int numImages Q_ASSIGN( 0 ); Q_EXTERN image_t images[ MAX_IMAGES ]; Q_EXTERN int numPicoModels Q_ASSIGN( 0 ); Q_EXTERN picoModel_t *picoModels[ MAX_MODELS ]; Q_EXTERN shaderInfo_t *shaderInfo Q_ASSIGN( NULL ); Q_EXTERN int numShaderInfo Q_ASSIGN( 0 ); Q_EXTERN int numVertexRemaps Q_ASSIGN( 0 ); Q_EXTERN surfaceParm_t custSurfaceParms[ MAX_CUST_SURFACEPARMS ]; Q_EXTERN int numCustSurfaceParms Q_ASSIGN( 0 ); Q_EXTERN char mapName[ MAX_QPATH ]; /* ydnar: per-map custom shaders for larger lightmaps */ Q_EXTERN char mapShaderFile[ 1024 ]; Q_EXTERN qboolean warnImage Q_ASSIGN( qtrue ); /* ydnar: sinusoid samples */ Q_EXTERN float jitters[ MAX_JITTERS ]; /* commandline arguments */ Q_EXTERN qboolean verbose; Q_EXTERN qboolean verboseEntities Q_ASSIGN( qfalse ); Q_EXTERN qboolean force Q_ASSIGN( qfalse ); Q_EXTERN qboolean infoMode Q_ASSIGN( qfalse ); Q_EXTERN qboolean useCustomInfoParms Q_ASSIGN( qfalse ); Q_EXTERN qboolean noprune Q_ASSIGN( qfalse ); Q_EXTERN qboolean leaktest Q_ASSIGN( qfalse ); Q_EXTERN qboolean nodetail Q_ASSIGN( qfalse ); Q_EXTERN qboolean nosubdivide Q_ASSIGN( qfalse ); Q_EXTERN qboolean notjunc Q_ASSIGN( qfalse ); Q_EXTERN qboolean fulldetail Q_ASSIGN( qfalse ); Q_EXTERN qboolean nowater Q_ASSIGN( qfalse ); Q_EXTERN qboolean noCurveBrushes Q_ASSIGN( qfalse ); Q_EXTERN qboolean fakemap Q_ASSIGN( qfalse ); Q_EXTERN qboolean coplanar Q_ASSIGN( qfalse ); Q_EXTERN qboolean nofog Q_ASSIGN( qfalse ); Q_EXTERN qboolean noHint Q_ASSIGN( qfalse ); /* ydnar */ Q_EXTERN qboolean renameModelShaders Q_ASSIGN( qfalse ); /* ydnar */ Q_EXTERN qboolean skyFixHack Q_ASSIGN( qfalse ); /* ydnar */ Q_EXTERN qboolean bspAlternateSplitWeights Q_ASSIGN( qfalse ); /* 27 */ Q_EXTERN qboolean deepBSP Q_ASSIGN( qfalse ); /* div0 */ Q_EXTERN qboolean maxAreaFaceSurface Q_ASSIGN( qfalse ); /* divVerent */ Q_EXTERN int patchSubdivisions Q_ASSIGN( 8 ); /* ydnar: -patchmeta subdivisions */ Q_EXTERN int maxLMSurfaceVerts Q_ASSIGN( 64 ); /* ydnar */ Q_EXTERN int maxSurfaceVerts Q_ASSIGN( 999 ); /* ydnar */ Q_EXTERN int maxSurfaceIndexes Q_ASSIGN( 6000 ); /* ydnar */ Q_EXTERN float npDegrees Q_ASSIGN( 0.0f ); /* ydnar: nonplanar degrees */ Q_EXTERN int bevelSnap Q_ASSIGN( 0 ); /* ydnar: bevel plane snap */ Q_EXTERN int texRange Q_ASSIGN( 0 ); Q_EXTERN qboolean flat Q_ASSIGN( qfalse ); Q_EXTERN qboolean meta Q_ASSIGN( qfalse ); Q_EXTERN qboolean patchMeta Q_ASSIGN( qfalse ); Q_EXTERN qboolean emitFlares Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugSurfaces Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugInset Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugPortals Q_ASSIGN( qfalse ); Q_EXTERN qboolean lightmapTriangleCheck Q_ASSIGN( qfalse ); Q_EXTERN qboolean lightmapExtraVisClusterNudge Q_ASSIGN( qfalse ); Q_EXTERN qboolean lightmapFill Q_ASSIGN( qfalse ); Q_EXTERN int metaAdequateScore Q_ASSIGN( -1 ); Q_EXTERN int metaGoodScore Q_ASSIGN( -1 ); Q_EXTERN float metaMaxBBoxDistance Q_ASSIGN( -1 ); #if Q3MAP2_EXPERIMENTAL_SNAP_NORMAL_FIX // Increasing the normalEpsilon to compensate for new logic in SnapNormal(), where // this epsilon is now used to compare against 0 components instead of the 1 or -1 // components. Unfortunately, normalEpsilon is also used in PlaneEqual(). So changing // this will affect anything that calls PlaneEqual() as well (which are, at the time // of this writing, FindFloatPlane() and AddBrushBevels()). Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00005 ); #else Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00001 ); #endif #if Q3MAP2_EXPERIMENTAL_HIGH_PRECISION_MATH_FIXES // NOTE: This distanceEpsilon is too small if parts of the map are at maximum world // extents (in the range of plus or minus 2^16). The smallest epsilon at values // close to 2^16 is about 0.007, which is greater than distanceEpsilon. Therefore, // maps should be constrained to about 2^15, otherwise slightly undesirable effects // may result. The 0.01 distanceEpsilon used previously is just too coarse in my // opinion. The real fix for this problem is to have 64 bit distances and then make // this epsilon even smaller, or to constrain world coordinates to plus minus 2^15 // (or even 2^14). Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.005 ); #else Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.01 ); #endif /* bsp */ Q_EXTERN int numMapEntities Q_ASSIGN( 0 ); Q_EXTERN int blockSize[ 3 ] /* should be the same as in radiant */ #ifndef MAIN_C ; #else = { 1024, 1024, 1024 }; #endif Q_EXTERN char name[ 1024 ]; Q_EXTERN char source[ 1024 ]; Q_EXTERN char outbase[ 32 ]; Q_EXTERN int sampleSize; /* lightmap sample size in units */ Q_EXTERN int minSampleSize; /* minimum sample size to use at all */ Q_EXTERN int sampleScale; /* vortex: lightmap sample scale (ie quality)*/ Q_EXTERN int mapEntityNum Q_ASSIGN( 0 ); Q_EXTERN int entitySourceBrushes; Q_EXTERN plane_t *mapplanes Q_ASSIGN( NULL ); /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */ Q_EXTERN int nummapplanes Q_ASSIGN( 0 ); /* nummapplanes will always be even */ Q_EXTERN int allocatedmapplanes Q_ASSIGN( 0 ); Q_EXTERN int numMapPatches; Q_EXTERN vec3_t mapMins, mapMaxs; Q_EXTERN int defaultFogNum Q_ASSIGN( -1 ); /* ydnar: cleaner fog handling */ Q_EXTERN int numMapFogs Q_ASSIGN( 0 ); Q_EXTERN fog_t mapFogs[ MAX_MAP_FOGS ]; Q_EXTERN entity_t *mapEnt; Q_EXTERN brush_t *buildBrush; Q_EXTERN int numActiveBrushes; Q_EXTERN int g_bBrushPrimit; Q_EXTERN int numStrippedLights Q_ASSIGN( 0 ); /* surface stuff */ Q_EXTERN mapDrawSurface_t *mapDrawSurfs Q_ASSIGN( NULL ); Q_EXTERN int numMapDrawSurfs; Q_EXTERN int numSurfacesByType[ NUM_SURFACE_TYPES ]; Q_EXTERN int numClearedSurfaces; Q_EXTERN int numStripSurfaces; Q_EXTERN int numMaxAreaSurfaces; Q_EXTERN int numFanSurfaces; Q_EXTERN int numMergedSurfaces; Q_EXTERN int numMergedVerts; Q_EXTERN int numRedundantIndexes; Q_EXTERN int numSurfaceModels Q_ASSIGN( 0 ); Q_EXTERN byte debugColors[ 12 ][ 3 ] #ifndef MAIN_C ; #else = { { 255, 0, 0 }, { 192, 128, 128 }, { 255, 255, 0 }, { 192, 192, 128 }, { 0, 255, 255 }, { 128, 192, 192 }, { 0, 0, 255 }, { 128, 128, 192 }, { 255, 0, 255 }, { 192, 128, 192 }, { 0, 255, 0 }, { 128, 192, 128 } }; #endif Q_EXTERN qboolean skyboxPresent Q_ASSIGN( qfalse ); Q_EXTERN int skyboxArea Q_ASSIGN( -1 ); Q_EXTERN m4x4_t skyboxTransform; /* ------------------------------------------------------------------------------- vis global variables ------------------------------------------------------------------------------- */ /* commandline arguments */ Q_EXTERN qboolean fastvis; Q_EXTERN qboolean noPassageVis; Q_EXTERN qboolean passageVisOnly; Q_EXTERN qboolean mergevis; Q_EXTERN qboolean mergevisportals; Q_EXTERN qboolean nosort; Q_EXTERN qboolean saveprt; Q_EXTERN qboolean hint; /* ydnar */ Q_EXTERN char inbase[ MAX_QPATH ]; Q_EXTERN char globalCelShader[ MAX_QPATH ]; Q_EXTERN float farPlaneDist; /* rr2do2, rf, mre, ydnar all contributed to this one... */ Q_EXTERN int numportals; Q_EXTERN int portalclusters; Q_EXTERN vportal_t *portals; Q_EXTERN leaf_t *leafs; Q_EXTERN vportal_t *faces; Q_EXTERN leaf_t *faceleafs; Q_EXTERN int numfaces; Q_EXTERN int c_portaltest, c_portalpass, c_portalcheck; Q_EXTERN int c_portalskip, c_leafskip; Q_EXTERN int c_vistest, c_mighttest; Q_EXTERN int c_chains; Q_EXTERN byte *vismap, *vismap_p, *vismap_end; Q_EXTERN int testlevel; Q_EXTERN byte *uncompressed; Q_EXTERN int leafbytes, leaflongs; Q_EXTERN int portalbytes, portallongs; Q_EXTERN vportal_t *sorted_portals[ MAX_MAP_PORTALS * 2 ]; /* ------------------------------------------------------------------------------- light global variables ------------------------------------------------------------------------------- */ /* commandline arguments */ Q_EXTERN qboolean wolfLight Q_ASSIGN( qfalse ); Q_EXTERN float extraDist Q_ASSIGN( 0.0f ); Q_EXTERN qboolean loMem Q_ASSIGN( qfalse ); Q_EXTERN qboolean noStyles Q_ASSIGN( qfalse ); Q_EXTERN qboolean keepLights Q_ASSIGN( qfalse ); Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE ); Q_EXTERN int minSampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE ); Q_EXTERN qboolean noVertexLighting Q_ASSIGN( qfalse ); Q_EXTERN qboolean noGridLighting Q_ASSIGN( qfalse ); Q_EXTERN qboolean noTrace Q_ASSIGN( qfalse ); Q_EXTERN qboolean noSurfaces Q_ASSIGN( qfalse ); Q_EXTERN qboolean patchShadows Q_ASSIGN( qfalse ); Q_EXTERN qboolean cpmaHack Q_ASSIGN( qfalse ); Q_EXTERN qboolean deluxemap Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugDeluxemap Q_ASSIGN( qfalse ); Q_EXTERN int deluxemode Q_ASSIGN( 0 ); /* deluxemap format (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */ Q_EXTERN qboolean fast Q_ASSIGN( qfalse ); Q_EXTERN qboolean fastpoint Q_ASSIGN( qtrue ); Q_EXTERN qboolean faster Q_ASSIGN( qfalse ); Q_EXTERN qboolean fastgrid Q_ASSIGN( qfalse ); Q_EXTERN qboolean fastbounce Q_ASSIGN( qfalse ); Q_EXTERN qboolean cheap Q_ASSIGN( qfalse ); Q_EXTERN qboolean cheapgrid Q_ASSIGN( qfalse ); Q_EXTERN int bounce Q_ASSIGN( 0 ); Q_EXTERN qboolean bounceOnly Q_ASSIGN( qfalse ); Q_EXTERN qboolean bouncing Q_ASSIGN( qfalse ); Q_EXTERN qboolean bouncegrid Q_ASSIGN( qfalse ); Q_EXTERN qboolean normalmap Q_ASSIGN( qfalse ); Q_EXTERN qboolean trisoup Q_ASSIGN( qfalse ); Q_EXTERN qboolean shade Q_ASSIGN( qfalse ); Q_EXTERN float shadeAngleDegrees Q_ASSIGN( 0.0f ); Q_EXTERN int superSample Q_ASSIGN( 0 ); Q_EXTERN int lightSamples Q_ASSIGN( 1 ); Q_EXTERN qboolean lightRandomSamples Q_ASSIGN( qfalse ); Q_EXTERN int lightSamplesSearchBoxSize Q_ASSIGN( 1 ); Q_EXTERN qboolean filter Q_ASSIGN( qfalse ); Q_EXTERN qboolean dark Q_ASSIGN( qfalse ); Q_EXTERN qboolean sunOnly Q_ASSIGN( qfalse ); Q_EXTERN int approximateTolerance Q_ASSIGN( 0 ); Q_EXTERN qboolean noCollapse Q_ASSIGN( qfalse ); Q_EXTERN int lightmapSearchBlockSize Q_ASSIGN( 0 ); Q_EXTERN qboolean exportLightmaps Q_ASSIGN( qfalse ); Q_EXTERN qboolean externalLightmaps Q_ASSIGN( qfalse ); Q_EXTERN qboolean externalHDRLightmaps Q_ASSIGN( qfalse ); Q_EXTERN int lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH ); Q_EXTERN char * lmCustomDir Q_ASSIGN( NULL ); Q_EXTERN int lmLimitSize Q_ASSIGN( 0 ); Q_EXTERN qboolean dirty Q_ASSIGN( qfalse ); Q_EXTERN qboolean dirtDebug Q_ASSIGN( qfalse ); Q_EXTERN int dirtMode Q_ASSIGN( 0 ); Q_EXTERN float dirtDepth Q_ASSIGN( 128.0f ); Q_EXTERN float dirtScale Q_ASSIGN( 1.0f ); Q_EXTERN float dirtGain Q_ASSIGN( 1.0f ); /* 27: floodlighting */ Q_EXTERN qboolean debugnormals Q_ASSIGN( qfalse ); Q_EXTERN qboolean floodlighty Q_ASSIGN( qfalse ); Q_EXTERN qboolean floodlight_lowquality Q_ASSIGN( qfalse ); Q_EXTERN vec3_t floodlightRGB; Q_EXTERN float floodlightIntensity Q_ASSIGN( 512.0f ); Q_EXTERN float floodlightDistance Q_ASSIGN( 1024.0f ); Q_EXTERN float floodlightDirectionScale Q_ASSIGN( 1.0f ); Q_EXTERN qboolean dump Q_ASSIGN( qfalse ); Q_EXTERN qboolean debug Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugUnused Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugAxis Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugCluster Q_ASSIGN( qfalse ); Q_EXTERN qboolean debugOrigin Q_ASSIGN( qfalse ); Q_EXTERN qboolean lightmapBorder Q_ASSIGN( qfalse ); /* longest distance across the map */ Q_EXTERN float maxMapDistance Q_ASSIGN( 0 ); /* for run time tweaking of light sources */ Q_EXTERN float pointScale Q_ASSIGN( 7500.0f ); Q_EXTERN float spotScale Q_ASSIGN( 7500.0f ); Q_EXTERN float areaScale Q_ASSIGN( 0.25f ); Q_EXTERN float skyScale Q_ASSIGN( 1.0f ); Q_EXTERN float bounceScale Q_ASSIGN( 0.25f ); /* jal: alternative angle attenuation curve */ Q_EXTERN qboolean lightAngleHL Q_ASSIGN( qfalse ); /* vortex: gridscale and gridambientscale */ Q_EXTERN float gridScale Q_ASSIGN( 1.0f ); Q_EXTERN float gridAmbientScale Q_ASSIGN( 1.0f ); Q_EXTERN float gridDirectionality Q_ASSIGN( 1.0f ); Q_EXTERN float gridAmbientDirectionality Q_ASSIGN( 0.0f ); Q_EXTERN qboolean inGrid Q_ASSIGN( 0 ); /* ydnar: lightmap gamma/compensation */ Q_EXTERN float lightmapGamma Q_ASSIGN( 1.0f ); Q_EXTERN float lightmapsRGB Q_ASSIGN( qfalse ); Q_EXTERN float texturesRGB Q_ASSIGN( qfalse ); Q_EXTERN float colorsRGB Q_ASSIGN( qfalse ); Q_EXTERN float lightmapExposure Q_ASSIGN( 0.0f ); Q_EXTERN float lightmapCompensate Q_ASSIGN( 1.0f ); /* ydnar: for runtime tweaking of falloff tolerance */ Q_EXTERN float falloffTolerance Q_ASSIGN( 1.0f ); Q_EXTERN qboolean exactPointToPolygon Q_ASSIGN( qtrue ); Q_EXTERN float formFactorValueScale Q_ASSIGN( 3.0f ); Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f ); // for .ase conversion Q_EXTERN qboolean shadersAsBitmap Q_ASSIGN( qfalse ); Q_EXTERN qboolean lightmapsAsTexcoord Q_ASSIGN( qfalse ); Q_EXTERN light_t *lights; Q_EXTERN int numPointLights; Q_EXTERN int numSpotLights; Q_EXTERN int numSunLights; Q_EXTERN int numAreaLights; /* ydnar: for luxel placement */ Q_EXTERN int numSurfaceClusters, maxSurfaceClusters; Q_EXTERN int *surfaceClusters; /* ydnar: for radiosity */ Q_EXTERN int numDiffuseLights; Q_EXTERN int numBrushDiffuseLights; Q_EXTERN int numTriangleDiffuseLights; Q_EXTERN int numPatchDiffuseLights; /* ydnar: general purpose extra copy of drawvert list */ Q_EXTERN bspDrawVert_t *yDrawVerts; /* ydnar: for tracing statistics */ Q_EXTERN int minSurfacesTested; Q_EXTERN int maxSurfacesTested; Q_EXTERN int totalSurfacesTested; Q_EXTERN int totalTraces; Q_EXTERN FILE *dumpFile; Q_EXTERN int c_visible, c_occluded; Q_EXTERN int c_subsampled; /* ydnar */ Q_EXTERN int defaultLightSubdivide Q_ASSIGN( 999 ); Q_EXTERN vec3_t ambientColor; Q_EXTERN vec3_t minLight, minVertexLight, minGridLight; Q_EXTERN int *entitySurface; Q_EXTERN vec3_t *surfaceOrigin; Q_EXTERN vec3_t sunDirection; Q_EXTERN vec3_t sunLight; /* tracing */ Q_EXTERN int c_totalTrace; Q_EXTERN int c_cullTrace, c_testTrace; Q_EXTERN int c_testFacets; /* ydnar: light optimization */ Q_EXTERN float subdivideThreshold Q_ASSIGN( DEFAULT_SUBDIVIDE_THRESHOLD ); Q_EXTERN int numOpaqueBrushes, maxOpaqueBrush; Q_EXTERN byte *opaqueBrushes; Q_EXTERN int numLights; Q_EXTERN int numCulledLights; Q_EXTERN int gridBoundsCulled; Q_EXTERN int gridEnvelopeCulled; Q_EXTERN int lightsBoundsCulled; Q_EXTERN int lightsEnvelopeCulled; Q_EXTERN int lightsPlaneCulled; Q_EXTERN int lightsClusterCulled; /* ydnar: radiosity */ Q_EXTERN float diffuseSubdivide Q_ASSIGN( 256.0f ); Q_EXTERN float minDiffuseSubdivide Q_ASSIGN( 64.0f ); Q_EXTERN int numDiffuseSurfaces Q_ASSIGN( 0 ); /* ydnar: list of surface information necessary for lightmap calculation */ Q_EXTERN surfaceInfo_t *surfaceInfos Q_ASSIGN( NULL ); /* ydnar: sorted list of surfaces */ Q_EXTERN int *sortSurfaces Q_ASSIGN( NULL ); /* clumps of surfaces that share a raw lightmap */ Q_EXTERN int numLightSurfaces Q_ASSIGN( 0 ); Q_EXTERN int *lightSurfaces Q_ASSIGN( NULL ); /* raw lightmaps */ Q_EXTERN int numRawSuperLuxels Q_ASSIGN( 0 ); Q_EXTERN int numRawLightmaps Q_ASSIGN( 0 ); Q_EXTERN rawLightmap_t *rawLightmaps Q_ASSIGN( NULL ); Q_EXTERN int *sortLightmaps Q_ASSIGN( NULL ); /* vertex luxels */ Q_EXTERN float *vertexLuxels[ MAX_LIGHTMAPS ]; Q_EXTERN float *radVertexLuxels[ MAX_LIGHTMAPS ]; /* bsp lightmaps */ Q_EXTERN int numLightmapShaders Q_ASSIGN( 0 ); Q_EXTERN int numSolidLightmaps Q_ASSIGN( 0 ); Q_EXTERN int numOutLightmaps Q_ASSIGN( 0 ); Q_EXTERN int numBSPLightmaps Q_ASSIGN( 0 ); Q_EXTERN int numExtLightmaps Q_ASSIGN( 0 ); Q_EXTERN outLightmap_t *outLightmaps Q_ASSIGN( NULL ); /* vortex: per surface floodlight statictics */ Q_EXTERN int numSurfacesFloodlighten Q_ASSIGN( 0 ); /* grid points */ Q_EXTERN int numRawGridPoints Q_ASSIGN( 0 ); Q_EXTERN rawGridPoint_t *rawGridPoints Q_ASSIGN( NULL ); Q_EXTERN int numSurfsVertexLit Q_ASSIGN( 0 ); Q_EXTERN int numSurfsVertexForced Q_ASSIGN( 0 ); Q_EXTERN int numSurfsVertexApproximated Q_ASSIGN( 0 ); Q_EXTERN int numSurfsLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numPlanarsLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numNonPlanarsLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numPatchesLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numPlanarPatchesLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numLuxels Q_ASSIGN( 0 ); Q_EXTERN int numLuxelsMapped Q_ASSIGN( 0 ); Q_EXTERN int numLuxelsOccluded Q_ASSIGN( 0 ); Q_EXTERN int numLuxelsIlluminated Q_ASSIGN( 0 ); Q_EXTERN int numVertsIlluminated Q_ASSIGN( 0 ); /* lightgrid */ Q_EXTERN vec3_t gridMins; Q_EXTERN int gridBounds[ 3 ]; Q_EXTERN vec3_t gridSize #ifndef MAIN_C ; #else = { 64, 64, 128 }; #endif /* ------------------------------------------------------------------------------- abstracted bsp globals ------------------------------------------------------------------------------- */ Q_EXTERN bspx_t *bspx Q_ASSIGN( NULL ); Q_EXTERN int numEntities Q_ASSIGN( 0 ); Q_EXTERN int numBSPEntities Q_ASSIGN( 0 ); Q_EXTERN int allocatedEntities Q_ASSIGN( 0 ); Q_EXTERN entity_t* entities Q_ASSIGN( NULL ); Q_EXTERN int numBSPModels Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPModels Q_ASSIGN( 0 ); Q_EXTERN bspModel_t* bspModels Q_ASSIGN( NULL ); Q_EXTERN int numBSPShaders Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPShaders Q_ASSIGN( 0 ); Q_EXTERN bspShader_t* bspShaders Q_ASSIGN( 0 ); Q_EXTERN int bspEntDataSize Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPEntData Q_ASSIGN( 0 ); Q_EXTERN char *bspEntData Q_ASSIGN( 0 ); Q_EXTERN int numBSPLeafs Q_ASSIGN( 0 ); Q_EXTERN bspLeaf_t bspLeafs[ MAX_MAP_LEAFS ]; Q_EXTERN int numBSPPlanes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPPlanes Q_ASSIGN( 0 ); Q_EXTERN bspPlane_t *bspPlanes; Q_EXTERN int numBSPNodes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPNodes Q_ASSIGN( 0 ); Q_EXTERN bspNode_t* bspNodes Q_ASSIGN( NULL ); Q_EXTERN int numBSPLeafSurfaces Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPLeafSurfaces Q_ASSIGN( 0 ); Q_EXTERN int* bspLeafSurfaces Q_ASSIGN( NULL ); Q_EXTERN int numBSPLeafBrushes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPLeafBrushes Q_ASSIGN( 0 ); Q_EXTERN int* bspLeafBrushes Q_ASSIGN( NULL ); Q_EXTERN int numBSPBrushes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPBrushes Q_ASSIGN( 0 ); Q_EXTERN bspBrush_t* bspBrushes Q_ASSIGN( NULL ); Q_EXTERN int numBSPBrushSides Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPBrushSides Q_ASSIGN( 0 ); Q_EXTERN bspBrushSide_t* bspBrushSides Q_ASSIGN( NULL ); Q_EXTERN int numBSPLightBytes Q_ASSIGN( 0 ); Q_EXTERN byte *bspLightBytes Q_ASSIGN( NULL ); //% Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 ); //% Q_EXTERN byte *bspGridPoints Q_ASSIGN( NULL ); Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 ); Q_EXTERN bspGridPoint_t *bspGridPoints Q_ASSIGN( NULL ); Q_EXTERN int numBSPVisBytes Q_ASSIGN( 0 ); Q_EXTERN byte bspVisBytes[ MAX_MAP_VISIBILITY ]; Q_EXTERN int numBSPDrawVerts Q_ASSIGN( 0 ); Q_EXTERN bspDrawVert_t *bspDrawVerts Q_ASSIGN( NULL ); Q_EXTERN int numBSPDrawIndexes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPDrawIndexes Q_ASSIGN( 0 ); Q_EXTERN int *bspDrawIndexes Q_ASSIGN( NULL ); Q_EXTERN int numBSPDrawSurfaces Q_ASSIGN( 0 ); Q_EXTERN bspDrawSurface_t *bspDrawSurfaces Q_ASSIGN( NULL ); Q_EXTERN int numBSPCubemaps Q_ASSIGN( 0 ); Q_EXTERN denvmap_t bspCubemaps[ 0x200 ]; Q_EXTERN int *bspDrawSurfaceCubemaps Q_ASSIGN( NULL ); Q_EXTERN int numBSPFogs Q_ASSIGN( 0 ); Q_EXTERN bspFog_t bspFogs[ MAX_MAP_FOGS ]; #define AUTOEXPAND_BY_REALLOC( ptr, reqitem, allocated, def ) \ do \ { \ if ( reqitem >= allocated ) \ { \ if ( allocated == 0 ) { \ allocated = def; } \ while ( reqitem >= allocated && allocated ) \ allocated *= 2; \ if ( !allocated || allocated > 2147483647 / (int)sizeof( *ptr ) ) \ { \ Error( #ptr " over 2 GB" ); \ } \ ptr = realloc( ptr, sizeof( *ptr ) * allocated ); \ if ( !ptr ) { \ Error( #ptr " out of memory" ); } \ } \ } \ while ( 0 ) #define AUTOEXPAND_BY_REALLOC_BSP( suffix, def ) AUTOEXPAND_BY_REALLOC( bsp##suffix, numBSP##suffix, allocatedBSP##suffix, def ) #define Image_LinearFloatFromsRGBFloat( c ) ( ( ( c ) <= 0.04045f ) ? ( c ) * ( 1.0f / 12.92f ) : (float)pow( ( ( c ) + 0.055f ) * ( 1.0f / 1.055f ), 2.4f ) ) #define Image_sRGBFloatFromLinearFloat( c ) ( ( ( c ) < 0.0031308f ) ? ( c ) * 12.92f : 1.055f * (float)pow( ( c ), 1.0f / 2.4f ) - 0.055f ) /* end marker */ #endif