X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_brush.h;h=bec06c30e43e73e6bac9aba7dca49ee00aa0746c;hp=184f7825292af8145d79c31cf34c23cf3deda9f0;hb=c573a47a538a3a90cb34ccf2e3e21a0d1b129d20;hpb=fdfa815d659f4ceec149ce3f907c107f38022c3d diff --git a/model_brush.h b/model_brush.h index 184f7825..bec06c30 100644 --- a/model_brush.h +++ b/model_brush.h @@ -21,6 +21,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef MODEL_BRUSH_H #define MODEL_BRUSH_H +#include "qtypes.h" +#include "qdefs.h" +#include "bspfile.h" + /* ============================================================================== @@ -30,10 +34,11 @@ BRUSH MODELS */ + // // in memory representation // -typedef struct +typedef struct mvertex_s { vec3_t position; } @@ -47,11 +52,18 @@ mvertex_t; // plane_t structure typedef struct mplane_s { - vec3_t normal; - float dist; + union + { + struct + { + vec3_t normal; + vec_t dist; + }; + vec4_t normal_and_dist; + }; // for texture axis selection and fast side tests - int type; - int signbits; + int type; // set by PlaneClassify() + int signbits; // set by PlaneClassify() } mplane_t; @@ -59,234 +71,142 @@ mplane_t; #define SHADERSTAGE_NORMAL 1 #define SHADERSTAGE_COUNT 2 -#define SHADERFLAGS_NEEDLIGHTMAP 1 - -#define SURF_PLANEBACK 2 -#define SURF_DRAWSKY 4 -#define SURF_DRAWTURB 0x10 -#define SURF_LIGHTMAP 0x20 -#define SURF_DRAWNOALPHA 0x100 -#define SURF_DRAWFULLBRIGHT 0x200 -#define SURF_LIGHTBOTHSIDES 0x400 -#define SURF_SHADOWCAST 0x1000 // this polygon can cast stencil shadows -#define SURF_SHADOWLIGHT 0x2000 // this polygon can be lit by stencil shadowing -#define SURF_WATERALPHA 0x4000 // this polygon's alpha is modulated by r_wateralpha -#define SURF_SOLIDCLIP 0x8000 // this polygon blocks movement - -#define SURFRENDER_OPAQUE 0 -#define SURFRENDER_ALPHA 1 -#define SURFRENDER_ADD 2 - -struct entity_render_s; -struct texture_s; -struct msurface_s; -// change this stuff when real shaders are added -typedef struct Cshader_s +//#define SURF_PLANEBACK 2 + +// indicates that all triangles of the surface should be added to the BIH collision system +#define MATERIALFLAG_MESHCOLLISIONS 0x00000001 +// use alpha blend on this material +#define MATERIALFLAG_ALPHA 0x00000002 +// use additive blend on this material +#define MATERIALFLAG_ADD 0x00000004 +// turn off depth test on this material +#define MATERIALFLAG_NODEPTHTEST 0x00000008 +// multiply alpha by r_wateralpha cvar +#define MATERIALFLAG_WATERALPHA 0x00000010 +// draw with no lighting +#define MATERIALFLAG_FULLBRIGHT 0x00000020 +// drawn as a normal surface (alternative to SKY) +#define MATERIALFLAG_WALL 0x00000040 +// this surface shows the sky in its place, alternative to WALL +// skipped if transparent +#define MATERIALFLAG_SKY 0x00000080 +// swirling water effect (used with MATERIALFLAG_WALL) +#define MATERIALFLAG_WATERSCROLL 0x00000100 +// skips drawing the surface +#define MATERIALFLAG_NODRAW 0x00000200 +// probably used only on q1bsp water +#define MATERIALFLAG_LIGHTBOTHSIDES 0x00000400 +// use alpha test on this material +#define MATERIALFLAG_ALPHATEST 0x00000800 +// treat this material as a blended transparency (as opposed to an alpha test +// transparency), this causes special fog behavior, and disables glDepthMask +#define MATERIALFLAG_BLENDED 0x00001000 +// render using a custom blendfunc +#define MATERIALFLAG_CUSTOMBLEND 0x00002000 +// do not cast shadows from this material +#define MATERIALFLAG_NOSHADOW 0x00004000 +// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe +#define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000 +// disables GL_CULL_FACE on this texture (making it double sided) +#define MATERIALFLAG_NOCULLFACE 0x00010000 +// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene +#define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000 +// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect) +#define MATERIALFLAG_WATERSHADER 0x00040000 +// render refraction (note: this is just a way to distort the background, otherwise useless) +#define MATERIALFLAG_REFRACTION 0x00080000 +// render reflection +#define MATERIALFLAG_REFLECTION 0x00100000 +// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false) +#define MATERIALFLAG_MODELLIGHT 0x00200000 +// causes RSurf_GetCurrentTexture to leave alone certain fields +#define MATERIALFLAG_CUSTOMSURFACE 0x00800000 +// causes MATERIALFLAG_BLENDED to render a depth pass before rendering, hiding backfaces and other hidden geometry +#define MATERIALFLAG_TRANSDEPTH 0x01000000 +// like refraction, but doesn't distort etc. +#define MATERIALFLAG_CAMERA 0x02000000 +// disable rtlight on surface - does not disable other types of lighting (LIGHTMAP, MODELLIGHT) +#define MATERIALFLAG_NORTLIGHT 0x04000000 +// alphagen vertex - should always be used with MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW (or MATERIALFLAG_ADD instead of MATERIALFLAG_ALPHA) +#define MATERIALFLAG_ALPHAGEN_VERTEX 0x08000000 +// use occlusion buffer for corona +#define MATERIALFLAG_OCCLUDE 0x10000000 +// use vertex color instead of lighting (e.g. particles and other glowy stuff), use with MATERIALFLAG_FULLBRIGHT +#define MATERIALFLAG_VERTEXCOLOR 0x20000000 +// sample the q3bsp lightgrid in the shader rather than relying on MATERIALFLAG_MODELLIGHT +#define MATERIALFLAG_LIGHTGRID 0x40000000 +// combined mask of all attributes that require depth sorted rendering +#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST) +// combined mask of all attributes that cause some sort of transparency +#define MATERIALFLAGMASK_TRANSLUCENT (MATERIALFLAG_WATERALPHA | MATERIALFLAG_SKY | MATERIALFLAG_NODRAW | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION) + +typedef struct medge_s { - void (*shaderfunc[SHADERSTAGE_COUNT])(const struct entity_render_s *ent, const struct texture_s *texture, struct msurface_s **surfchain); - int flags; -} -Cshader_t; - -extern Cshader_t Cshader_wall_lightmap; -extern Cshader_t Cshader_water; -extern Cshader_t Cshader_sky; - -typedef struct texture_s -{ - // name - char name[16]; - // size - unsigned int width, height; - // SURF_ flags - unsigned int flags; - - // position in the model's textures array - int number; - - // type of rendering (SURFRENDER_ value) - int rendertype; - - // loaded the same as model skins - skinframe_t skin; - - // shader to use for this texture - Cshader_t *shader; - - // total frames in sequence and alternate sequence - int anim_total[2]; - // direct pointers to each of the frames in the sequences - // (indexed as [alternate][frame]) - struct texture_s *anim_frames[2][10]; - // set if animated or there is an alternate frame set - // (this is an optimization in the renderer) - int animated; - // the current texture frame in animation - struct texture_s *currentframe; - // current alpha of the texture - float currentalpha; -} -texture_t; - -typedef struct -{ - unsigned short v[2]; + unsigned int v[2]; } medge_t; -typedef struct -{ - float vecs[2][4]; - texture_t *texture; - int flags; -} -mtexinfo_t; - -// LordHavoc: replaces glpoly, triangle mesh -typedef struct surfmesh_s -{ - // can be multiple meshs per surface - struct surfmesh_s *chain; - int numverts; // number of vertices in the mesh - int numtriangles; // number of triangles in the mesh - float *vertex3f; // float[verts*3] vertex locations - float *svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex - float *tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex - float *normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex - int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting - float *texcoordtexture2f; // float[verts*2] texcoords for surface texture - float *texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture - float *texcoorddetail2f; // float[verts*2] texcoords for detail texture - int *element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each - int *neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none) -} -surfmesh_t; - -typedef struct msurface_s -{ - // bounding box for onscreen checks - vec3_t poly_mins; - vec3_t poly_maxs; - - // the node plane this is on, backwards if SURF_PLANEBACK flag set - mplane_t *plane; - // SURF_ flags - int flags; - // texture mapping properties used by this surface - mtexinfo_t *texinfo; - - // the lightmap texture fragment to use on the rendering mesh - rtexture_t *lightmaptexture; - // mesh for rendering - surfmesh_t *mesh; - // if lightmap settings changed, this forces update - int cached_dlight; - - // should be drawn if visframe == r_framecount (set by PrepareSurfaces) - int visframe; - // should be drawn if onscreen and not a backface (used for setting visframe) - //int pvsframe; - // chain of surfaces marked visible by pvs - //struct msurface_s *pvschain; - - // surface number, to avoid having to do a divide to find the number of a surface from it's address - int number; - - // center for sorting transparent meshes - vec3_t poly_center; - - // index into d_lightstylevalue array, 255 means not used (black) - qbyte styles[MAXLIGHTMAPS]; - // RGB lighting data [numstyles][height][width][3] - qbyte *samples; - // stain to apply on lightmap (soot/dirt/blood/whatever) - qbyte *stainsamples; - // the stride when building lightmaps to comply with fragment update - int lightmaptexturestride; - int texturemins[2]; - int extents[2]; - - // if this == r_framecount there are dynamic lights on the surface - int dlightframe; - // which dynamic lights are touching this surface - // (only access this if dlightframe is current) - int dlightbits[8]; - // avoid redundent addition of dlights - int lightframe; - - // avoid multiple collision traces with a surface polygon - int colframe; - - // these are just 3D points defining the outline of the polygon, - // no texcoord info (that can be generated from these) - int poly_numverts; - float *poly_verts; - - // neighboring surfaces (one per poly_numverts) - //struct msurface_s **neighborsurfaces; - // currently used only for generating static shadow volumes - int castshadow; -} -msurface_t; +struct entity_render_s; +struct texture_s; +struct msurface_s; typedef struct mnode_s { -// common with leaf - // always 0 in nodes - int contents; - + //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; -// node specific - mplane_t *plane; + // this part unique to node struct mnode_s *children[2]; - unsigned short firstsurface; - unsigned short numsurfaces; + // q1bsp specific + unsigned int firstsurface; + unsigned int numsurfaces; } mnode_t; typedef struct mleaf_s { -// common with node - // always negative in leafs - int contents; - + //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; - -// leaf specific - // next leaf in pvschain - struct mleaf_s *pvschain; - // potentially visible if current (model->pvsframecount) - int pvsframe; - // visible if marked current (r_framecount) - int visframe; - // used by certain worldnode variants to avoid processing the same leaf twice in a frame - int worldnodeframe; - // used by polygon-through-portals visibility checker - int portalmarkid; - - qbyte *compressed_vis; - - int *firstmarksurface; - int nummarksurfaces; - qbyte ambient_sound_level[NUM_AMBIENTS]; + // 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 +typedef struct mclipnode_s +{ + int planenum; + int children[2]; // negative numbers are contents +} mclipnode_t; + +typedef struct hull_s { - dclipnode_t *clipnodes; + mclipnode_t *clipnodes; mplane_t *planes; int firstclipnode; int lastclipnode; @@ -301,10 +221,11 @@ 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) - mvertex_t *points; int numpoints; + mvertex_t *points; + vec3_t mins, maxs; // culling mplane_t plane; - int visframe; // is this portal visible this frame? + double tracetime; // refreshed to realtime by traceline tests } mportal_t; @@ -318,231 +239,127 @@ typedef struct svbspmesh_s } svbspmesh_t; -typedef struct mlight_s +typedef struct model_brush_lightstyleinfo_s { - // location of light - vec3_t origin; - // distance attenuation scale (smaller is a larger light) - float falloff; - // color and brightness combined - vec3_t light; - // brightness bias, used for limiting radius without a hard edge - float subtract; - // spotlight direction - vec3_t spotdir; - // cosine of spotlight cone angle (or 0 if not a spotlight) - float spotcone; - // distance bias (larger value is softer and darker) - float distbias; - // light style controlling this light int style; - // maximum extent of the light for shading purposes - float lightradius; - // maximum extent of the light for culling purposes - float cullradius; - float cullradius2; - /* - // surfaces this shines on + int value; int numsurfaces; - msurface_t **surfaces; - // lit area - vec3_t mins, maxs; - // precomputed shadow volume meshs - //svbspmesh_t *shadowvolume; - //vec3_t shadowvolumemins, shadowvolumemaxs; - shadowmesh_t *shadowvolume; - */ + int *surfacelist; } -mlight_t; - -extern rtexture_t *r_notexture; -extern texture_t r_notexture_mip; - -struct model_s; -void Mod_Q1BSP_Load(struct model_s *mod, void *buffer); -void Mod_IBSP_Load(struct model_s *mod, void *buffer); -void Mod_MAP_Load(struct model_s *mod, void *buffer); -void Mod_BrushInit(void); - -// Q2 bsp stuff - -#define Q2BSPVERSION 38 - -// leaffaces, leafbrushes, planes, and verts are still bounded by -// 16 bit short limits - -//============================================================================= - -#define Q2LUMP_ENTITIES 0 -#define Q2LUMP_PLANES 1 -#define Q2LUMP_VERTEXES 2 -#define Q2LUMP_VISIBILITY 3 -#define Q2LUMP_NODES 4 -#define Q2LUMP_TEXINFO 5 -#define Q2LUMP_FACES 6 -#define Q2LUMP_LIGHTING 7 -#define Q2LUMP_LEAFS 8 -#define Q2LUMP_LEAFFACES 9 -#define Q2LUMP_LEAFBRUSHES 10 -#define Q2LUMP_EDGES 11 -#define Q2LUMP_SURFEDGES 12 -#define Q2LUMP_MODELS 13 -#define Q2LUMP_BRUSHES 14 -#define Q2LUMP_BRUSHSIDES 15 -#define Q2LUMP_POP 16 -#define Q2LUMP_AREAS 17 -#define Q2LUMP_AREAPORTALS 18 -#define Q2HEADER_LUMPS 19 - -typedef struct -{ - int ident; - int version; - lump_t lumps[HEADER_LUMPS]; -} q2dheader_t; +model_brush_lightstyleinfo_t; -typedef struct +typedef struct model_brush_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 -{ - int planenum; - int children[2]; // negative numbers are -(leafs+1), not nodes - short mins[3]; // for frustom culling - short maxs[3]; - unsigned short firstface; - unsigned short numfaces; // counting both sides -} q2dnode_t; - - -typedef struct -{ - float vecs[2][4]; // [s/t][xyz offset] - int flags; // miptex flags + overrides - int value; // light emission, etc - char texture[32]; // texture name (textures/*.wal) - int nexttexinfo; // for animations, -1 = end of chain -} q2texinfo_t; - -typedef struct -{ - int contents; // OR of all brushes (not needed?) - - short cluster; - short area; - - short mins[3]; // for frustum culling - short maxs[3]; - - unsigned short firstleafface; - unsigned short numleaffaces; - - unsigned short firstleafbrush; - unsigned short numleafbrushes; -} q2dleaf_t; - -typedef struct -{ - unsigned short planenum; // facing out of the leaf - short texinfo; -} q2dbrushside_t; - -typedef struct -{ - int firstside; - int numsides; - int contents; -} q2dbrush_t; - - -// the visibility lump consists of a header with a count, then -// byte offsets for the PVS and PHS of each cluster, then the raw -// compressed bit vectors -#define Q2DVIS_PVS 0 -#define Q2DVIS_PHS 1 -typedef struct -{ - int numclusters; - int bitofs[8][2]; // bitofs[numclusters][2] -} q2dvis_t; - -// each area has a list of portals that lead into other areas -// when portals are closed, other areas may not be visible or -// hearable even if the vis info says that it should be -typedef struct -{ - int portalnum; - int otherarea; -} q2dareaportal_t; + // true if this model is a HalfLife .bsp file + qbool ishlbsp; + // true if this model is a BSP2rmqe .bsp file (expanded 32bit bsp format for rmqe) + qbool isbsp2rmqe; + // true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?) + qbool isbsp2; + // true if this model is a Quake2 .bsp file (IBSP38) + qbool isq2bsp; + // true if this model is a Quake3 .bsp file (IBSP46) + qbool isq3bsp; + // true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists + qbool skymasking; + // string of entity definitions (.map format) + char *entities; + + // if not NULL this is a submodel + struct model_s *parentmodel; + // (this is the number of the submodel, an index into submodels) + int submodel; + + // number of submodels in this map (just used by server to know how many + // submodels to load) + int numsubmodels; + // pointers to each of the submodels + struct model_s **submodels; + + int num_planes; + mplane_t *data_planes; + + int num_nodes; + mnode_t *data_nodes; + + // visible leafs, not counting 0 (solid) + int num_visleafs; + // number of actual leafs (including 0 which is solid) + int num_leafs; + mleaf_t *data_leafs; + + int num_leafbrushes; + int *data_leafbrushes; + + int num_leafsurfaces; + int *data_leafsurfaces; + + int num_portals; + mportal_t *data_portals; + + int num_portalpoints; + mvertex_t *data_portalpoints; + + int num_brushes; + struct q3mbrush_s *data_brushes; + + int num_brushsides; + struct q3mbrushside_s *data_brushsides; + + // pvs + int num_pvsclusters; + int num_pvsclusterbytes; + unsigned char *data_pvsclusters; + // example + //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes; + //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7))) + + // collision geometry for q3 curves + int num_collisionvertices; + int num_collisiontriangles; + float *data_collisionvertex3f; + int *data_collisionelement3i; + + // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle + struct shadowmesh_s *shadowmesh; + + // a mesh containing all SUPERCONTENTS_SOLID surfaces for this model or submodel, for physics engines to use + struct shadowmesh_s *collisionmesh; + + // common functions + int (*SuperContentsFromNativeContents)(int nativecontents); + int (*NativeContentsFromSuperContents)(int supercontents); + unsigned char *(*GetPVS)(struct model_s *model, const vec3_t p); + int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qbool merge); + int (*BoxTouchingPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs); + int (*BoxTouchingLeafPVS)(struct model_s *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs); + int (*BoxTouchingVisibleLeafs)(struct model_s *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs); + int (*FindBoxClusters)(struct model_s *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist); + void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal); + void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius); + mleaf_t *(*PointInLeaf)(struct model_s *model, const vec3_t p); + // these are actually only found on brushq1, but NULL is handled gracefully + void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, unsigned char *out, int outsize); + void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs); + // trace a line of sight through this model (returns false if the line if sight is definitely blocked) + qbool (*TraceLineOfSight)(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs); + + char skybox[MAX_QPATH]; + + struct skinframe_s *solidskyskinframe; + struct skinframe_s *alphaskyskinframe; + + qbool supportwateralpha; + + // QuakeWorld + int qw_md4sum; + int qw_md4sum2; +} +model_brush_t; -typedef struct -{ - int numareaportals; - int firstareaportal; -} q2darea_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 -