*/
+
//
// in memory representation
//
-typedef struct
+typedef struct mvertex_s
{
vec3_t position;
}
#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
-{
- 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
+//#define SURF_PLANEBACK 2
+
+// use alpha blend on this material
+#define MATERIALFLAG_ALPHA 2
+// use additive blend on this material
+#define MATERIALFLAG_ADD 4
+// turn off depth test on this material
+#define MATERIALFLAG_NODEPTHTEST 8
+// multiply alpha by r_wateralpha cvar
+#define MATERIALFLAG_WATERALPHA 16
+// draw with no lighting
+#define MATERIALFLAG_FULLBRIGHT 32
+// drawn as a normal surface (alternative to SKY)
+#define MATERIALFLAG_WALL 64
+// this surface shows the sky in its place, alternative to WALL
+// skipped if transparent
+#define MATERIALFLAG_SKY 128
+// swirling water effect (used with MATERIALFLAG_WALL)
+#define MATERIALFLAG_WATERSCROLL 256
+// skips drawing the surface
+#define MATERIALFLAG_NODRAW 512
+// probably used only on q1bsp water
+#define MATERIALFLAG_LIGHTBOTHSIDES 1024
+// use alpha test on this material
+#define MATERIALFLAG_ALPHATEST 2048
+// treat this material as a blended transparency (as opposed to an alpha test
+// transparency), this causes special fog behavior, and disables glDepthMask
+#define MATERIALFLAG_BLENDED 4096
+// render using a custom blendfunc
+#define MATERIALFLAG_CUSTOMBLEND 8192
+// do not cast shadows from this material
+#define MATERIALFLAG_NOSHADOW 16384
+// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
+#define MATERIALFLAG_VERTEXTEXTUREBLEND 32768
+// disables GL_CULL_FACE on this texture (making it double sided)
+#define MATERIALFLAG_NOCULLFACE 65536
+// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
+#define MATERIALFLAG_SHORTDEPTHRANGE 131072
+// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
+#define MATERIALFLAG_WATERSHADER 262144
+// render refraction (note: this is just a way to distort the background, otherwise useless)
+#define MATERIALFLAG_REFRACTION 524288
+// render reflection
+#define MATERIALFLAG_REFLECTION 1048576
+// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
+#define MATERIALFLAG_MODELLIGHT 4194304
+// add directional model lighting to this material (q3bsp lightgrid only)
+#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
+// combined mask of all attributes that require depth sorted rendering
+#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
+
+typedef struct medge_s
{
unsigned short 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 *verts; // float[verts*4] vertex locations
- float *svectors; // float[verts*4] direction of 'S' (right) texture axis for each vertex
- float *tvectors; // float[verts*4] direction of 'T' (down) texture axis for each vertex
- float *normals; // float[verts*4] direction of 'R' (out) texture axis for each vertex
- int *lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- float *str; // float[verts*4] texcoords for surface texture
- float *uvw; // float[verts*4] texcoords for lightmap texture
- float *abc; // float[verts*4] texcoords for detail texture
- int *index; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
- int *triangleneighbors; // 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];
+ // q1bsp specific
unsigned short firstsurface;
unsigned short numsurfaces;
}
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;
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?
}
mportal_t;
}
svbspmesh_t;
-typedef struct mlight_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 numsurfaces;
- msurface_t **surfaces;
- // lit area
- vec3_t mins, maxs;
- // precomputed shadow volume meshs
- //svbspmesh_t *shadowvolume;
- //vec3_t shadowvolumemins, shadowvolumemaxs;
- shadowmesh_t *shadowvolume;
- */
+// Q2 bsp stuff
+
+#define Q2BSPVERSION 38
+
+// leaffaces, leafbrushes, planes, and verts are still bounded by
+// 16 bit short limits
+
+//=============================================================================
+
+#define Q2LUMP_ENTITIES 0
+#define Q2LUMP_PLANES 1
+#define Q2LUMP_VERTEXES 2
+#define Q2LUMP_VISIBILITY 3
+#define Q2LUMP_NODES 4
+#define Q2LUMP_TEXINFO 5
+#define Q2LUMP_FACES 6
+#define Q2LUMP_LIGHTING 7
+#define Q2LUMP_LEAFS 8
+#define Q2LUMP_LEAFFACES 9
+#define Q2LUMP_LEAFBRUSHES 10
+#define Q2LUMP_EDGES 11
+#define Q2LUMP_SURFEDGES 12
+#define Q2LUMP_MODELS 13
+#define Q2LUMP_BRUSHES 14
+#define Q2LUMP_BRUSHSIDES 15
+#define Q2LUMP_POP 16
+#define Q2LUMP_AREAS 17
+#define Q2LUMP_AREAPORTALS 18
+#define Q2HEADER_LUMPS 19
+
+typedef struct q2dheader_s
+{
+ int ident;
+ int version;
+ lump_t lumps[Q2HEADER_LUMPS];
+} q2dheader_t;
+
+typedef struct q2dmodel_s
+{
+ float mins[3], maxs[3];
+ float origin[3]; // for sounds or lights
+ int headnode;
+ int firstface, numfaces; // submodels just draw faces
+ // without walking the bsp tree
+} q2dmodel_t;
+
+// planes (x&~1) and (x&~1)+1 are always opposites
+
+// contents flags are seperate bits
+// a given brush can contribute multiple content bits
+// multiple brushes can be in a single leaf
+
+// these definitions also need to be in q_shared.h!
+
+// lower bits are stronger, and will eat weaker brushes completely
+#define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
+#define Q2CONTENTS_WINDOW 2 // translucent, but not watery
+#define Q2CONTENTS_AUX 4
+#define Q2CONTENTS_LAVA 8
+#define Q2CONTENTS_SLIME 16
+#define Q2CONTENTS_WATER 32
+#define Q2CONTENTS_MIST 64
+#define Q2LAST_VISIBLE_CONTENTS 64
+
+// remaining contents are non-visible, and don't eat brushes
+
+#define Q2CONTENTS_AREAPORTAL 0x8000
+
+#define Q2CONTENTS_PLAYERCLIP 0x10000
+#define Q2CONTENTS_MONSTERCLIP 0x20000
+
+// currents can be added to any other contents, and may be mixed
+#define Q2CONTENTS_CURRENT_0 0x40000
+#define Q2CONTENTS_CURRENT_90 0x80000
+#define Q2CONTENTS_CURRENT_180 0x100000
+#define Q2CONTENTS_CURRENT_270 0x200000
+#define Q2CONTENTS_CURRENT_UP 0x400000
+#define Q2CONTENTS_CURRENT_DOWN 0x800000
+
+#define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
+
+#define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
+#define Q2CONTENTS_DEADMONSTER 0x4000000
+#define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
+#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
+#define Q2CONTENTS_LADDER 0x20000000
+
+
+
+#define Q2SURF_LIGHT 0x1 // value will hold the light strength
+
+#define Q2SURF_SLICK 0x2 // effects game physics
+
+#define Q2SURF_SKY 0x4 // don't draw, but add to skybox
+#define Q2SURF_WARP 0x8 // turbulent water warp
+#define Q2SURF_TRANS33 0x10
+#define Q2SURF_TRANS66 0x20
+#define Q2SURF_FLOWING 0x40 // scroll towards angle
+#define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
+
+
+
+
+typedef struct q2dnode_s
+{
+ int planenum;
+ int children[2]; // negative numbers are -(leafs+1), not nodes
+ short mins[3]; // for frustom culling
+ short maxs[3];
+ unsigned short firstface;
+ unsigned short numfaces; // counting both sides
+} q2dnode_t;
+
+
+typedef struct q2texinfo_s
+{
+ float vecs[2][4]; // [s/t][xyz offset]
+ int flags; // miptex flags + overrides
+ int value; // light emission, etc
+ char texture[32]; // texture name (textures/*.wal)
+ int nexttexinfo; // for animations, -1 = end of chain
+} q2texinfo_t;
+
+typedef struct q2dleaf_s
+{
+ int contents; // OR of all brushes (not needed?)
+
+ short cluster;
+ short area;
+
+ short mins[3]; // for frustum culling
+ short maxs[3];
+
+ unsigned short firstleafface;
+ unsigned short numleaffaces;
+
+ unsigned short firstleafbrush;
+ unsigned short numleafbrushes;
+} q2dleaf_t;
+
+typedef struct q2dbrushside_s
+{
+ unsigned short planenum; // facing out of the leaf
+ short texinfo;
+} q2dbrushside_t;
+
+typedef struct q2dbrush_s
+{
+ int firstside;
+ int numsides;
+ int contents;
+} q2dbrush_t;
+
+
+// the visibility lump consists of a header with a count, then
+// byte offsets for the PVS and PHS of each cluster, then the raw
+// compressed bit vectors
+#define Q2DVIS_PVS 0
+#define Q2DVIS_PHS 1
+typedef struct q2dvis_s
+{
+ int numclusters;
+ int bitofs[8][2]; // bitofs[numclusters][2]
+} q2dvis_t;
+
+// each area has a list of portals that lead into other areas
+// when portals are closed, other areas may not be visible or
+// hearable even if the vis info says that it should be
+typedef struct q2dareaportal_s
+{
+ int portalnum;
+ int otherarea;
+} q2dareaportal_t;
+
+typedef struct q2darea_s
+{
+ int numareaportals;
+ int firstareaportal;
+} q2darea_t;
+
+
+//Q3 bsp stuff
+
+#define Q3BSPVERSION 46
+#define Q3BSPVERSION_LIVE 47
+#define Q3BSPVERSION_IG 48
+
+#define Q3LUMP_ENTITIES 0 // entities to spawn (used by server and client)
+#define Q3LUMP_TEXTURES 1 // textures used (used by faces)
+#define Q3LUMP_PLANES 2 // planes used (used by bsp nodes)
+#define Q3LUMP_NODES 3 // bsp nodes (used by bsp nodes, bsp leafs, rendering, collisions)
+#define Q3LUMP_LEAFS 4 // bsp leafs (used by bsp nodes)
+#define Q3LUMP_LEAFFACES 5 // array of ints indexing faces (used by leafs)
+#define Q3LUMP_LEAFBRUSHES 6 // array of ints indexing brushes (used by leafs)
+#define Q3LUMP_MODELS 7 // models (used by rendering, collisions)
+#define Q3LUMP_BRUSHES 8 // brushes (used by effects, collisions)
+#define Q3LUMP_BRUSHSIDES 9 // brush faces (used by brushes)
+#define Q3LUMP_VERTICES 10 // mesh vertices (used by faces)
+#define Q3LUMP_TRIANGLES 11 // mesh triangles (used by faces)
+#define Q3LUMP_EFFECTS 12 // fog (used by faces)
+#define Q3LUMP_FACES 13 // surfaces (used by leafs)
+#define Q3LUMP_LIGHTMAPS 14 // lightmap textures (used by faces)
+#define Q3LUMP_LIGHTGRID 15 // lighting as a voxel grid (used by rendering)
+#define Q3LUMP_PVS 16 // potentially visible set; bit[clusters][clusters] (used by rendering)
+#define Q3HEADER_LUMPS 17
+#define Q3LUMP_ADVERTISEMENTS 17 // quake live stuff written by zeroradiant's q3map2 (ignored by DP)
+#define Q3HEADER_LUMPS_LIVE 18
+#define Q3HEADER_LUMPS_MAX 18
+
+typedef struct q3dheader_s
+{
+ int ident;
+ int version;
+ lump_t lumps[Q3HEADER_LUMPS_MAX];
+} q3dheader_t;
+
+typedef struct q3dtexture_s
+{
+ char name[Q3PATHLENGTH];
+ int surfaceflags;
+ int contents;
+}
+q3dtexture_t;
+
+// note: planes are paired, the pair of planes with i and i ^ 1 are opposites.
+typedef struct q3dplane_s
+{
+ float normal[3];
+ float dist;
+}
+q3dplane_t;
+
+typedef struct q3dnode_s
+{
+ int planeindex;
+ int childrenindex[2];
+ int mins[3];
+ int maxs[3];
}
-mlight_t;
+q3dnode_t;
-extern rtexture_t *r_notexture;
-extern texture_t r_notexture_mip;
+typedef struct q3dleaf_s
+{
+ int clusterindex; // pvs index
+ int areaindex; // area index
+ int mins[3];
+ int maxs[3];
+ int firstleafface;
+ int numleaffaces;
+ int firstleafbrush;
+ int numleafbrushes;
+}
+q3dleaf_t;
+
+typedef struct q3dmodel_s
+{
+ float mins[3];
+ float maxs[3];
+ int firstface;
+ int numfaces;
+ int firstbrush;
+ int numbrushes;
+}
+q3dmodel_t;
+
+typedef struct q3dbrush_s
+{
+ int firstbrushside;
+ int numbrushsides;
+ int textureindex;
+}
+q3dbrush_t;
+
+typedef struct q3dbrushside_s
+{
+ int planeindex;
+ int textureindex;
+}
+q3dbrushside_t;
-struct model_s;
-void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
-void Mod_BrushInit(void);
+typedef struct q3dbrushside_ig_s
+{
+ int planeindex;
+ int textureindex;
+ int surfaceflags;
+}
+q3dbrushside_ig_t;
+
+typedef struct q3dvertex_s
+{
+ float origin3f[3];
+ float texcoord2f[2];
+ float lightmap2f[2];
+ float normal3f[3];
+ unsigned char color4ub[4];
+}
+q3dvertex_t;
+
+typedef struct q3dmeshvertex_s
+{
+ int offset; // first vertex index of mesh
+}
+q3dmeshvertex_t;
+
+typedef struct q3deffect_s
+{
+ char shadername[Q3PATHLENGTH];
+ int brushindex;
+ int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
+}
+q3deffect_t;
+
+#define Q3FACETYPE_FLAT 1 // common
+#define Q3FACETYPE_PATCH 2 // common
+#define Q3FACETYPE_MESH 3 // common
+#define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
+
+typedef struct q3dface_s
+{
+ int textureindex;
+ int effectindex; // -1 if none
+ int type; // Q3FACETYPE
+ int firstvertex;
+ int numvertices;
+ int firstelement;
+ int numelements;
+ int lightmapindex; // -1 if none
+ int lightmap_base[2];
+ int lightmap_size[2];
+ union
+ {
+ struct
+ {
+ // corrupt or don't care
+ int blah[14];
+ }
+ unknown;
+ struct
+ {
+ // Q3FACETYPE_FLAT
+ // mesh is a collection of triangles on a plane, renderable as a mesh (NOT a polygon)
+ float lightmap_origin[3];
+ float lightmap_vectors[2][3];
+ float normal[3];
+ int unused1[2];
+ }
+ flat;
+ struct
+ {
+ // Q3FACETYPE_PATCH
+ // patch renders as a bezier mesh, with adjustable tesselation
+ // level (optionally based on LOD using the bbox and polygon
+ // count to choose a tesselation level)
+ // note: multiple patches may have the same bbox to cause them to
+ // be LOD adjusted together as a group
+ int unused1[3];
+ float mins[3]; // LOD bbox
+ float maxs[3]; // LOD bbox
+ int unused2[3];
+ int patchsize[2]; // dimensions of vertex grid
+ }
+ patch;
+ struct
+ {
+ // Q3FACETYPE_MESH
+ // mesh renders as simply a triangle mesh
+ int unused1[3];
+ float mins[3];
+ float maxs[3];
+ int unused2[5];
+ }
+ mesh;
+ struct
+ {
+ // Q3FACETYPE_FLARE
+ // flare renders as a simple sprite at origin, no geometry
+ // exists, nor does it have a radius, a cvar controls the radius
+ // and another cvar controls distance fade
+ // (they were not used in Q3 I'm told)
+ float origin[3];
+ int unused1[11];
+ }
+ flare;
+ }
+ specific;
+}
+q3dface_t;
+
+typedef struct q3dlightmap_s
+{
+ unsigned char rgb[128*128*3];
+}
+q3dlightmap_t;
+
+typedef struct q3dlightgrid_s
+{
+ unsigned char ambientrgb[3];
+ unsigned char diffusergb[3];
+ unsigned char diffusepitch;
+ unsigned char diffuseyaw;
+}
+q3dlightgrid_t;
+
+typedef struct q3dpvs_s
+{
+ int numclusters;
+ int chainlength;
+ // unsigned char chains[];
+ // containing bits in 0-7 order (not 7-0 order),
+ // pvschains[mycluster * chainlength + (thatcluster >> 3)] & (1 << (thatcluster & 7))
+}
+q3dpvs_t;
+
+// surfaceflags from bsp
+#define Q3SURFACEFLAG_NODAMAGE 1
+#define Q3SURFACEFLAG_SLICK 2
+#define Q3SURFACEFLAG_SKY 4
+#define Q3SURFACEFLAG_LADDER 8
+#define Q3SURFACEFLAG_NOIMPACT 16
+#define Q3SURFACEFLAG_NOMARKS 32
+#define Q3SURFACEFLAG_FLESH 64
+#define Q3SURFACEFLAG_NODRAW 128
+#define Q3SURFACEFLAG_HINT 256
+#define Q3SURFACEFLAG_SKIP 512
+#define Q3SURFACEFLAG_NOLIGHTMAP 1024
+#define Q3SURFACEFLAG_POINTLIGHT 2048
+#define Q3SURFACEFLAG_METALSTEPS 4096
+#define Q3SURFACEFLAG_NOSTEPS 8192
+#define Q3SURFACEFLAG_NONSOLID 16384
+#define Q3SURFACEFLAG_LIGHTFILTER 32768
+#define Q3SURFACEFLAG_ALPHASHADOW 65536
+#define Q3SURFACEFLAG_NODLIGHT 131072
+#define Q3SURFACEFLAG_DUST 262144
+
+// surfaceparms from shaders
+#define Q3SURFACEPARM_ALPHASHADOW 1
+#define Q3SURFACEPARM_AREAPORTAL 2
+#define Q3SURFACEPARM_CLUSTERPORTAL 4
+#define Q3SURFACEPARM_DETAIL 8
+#define Q3SURFACEPARM_DONOTENTER 16
+#define Q3SURFACEPARM_FOG 32
+#define Q3SURFACEPARM_LAVA 64
+#define Q3SURFACEPARM_LIGHTFILTER 128
+#define Q3SURFACEPARM_METALSTEPS 256
+#define Q3SURFACEPARM_NODAMAGE 512
+#define Q3SURFACEPARM_NODLIGHT 1024
+#define Q3SURFACEPARM_NODRAW 2048
+#define Q3SURFACEPARM_NODROP 4096
+#define Q3SURFACEPARM_NOIMPACT 8192
+#define Q3SURFACEPARM_NOLIGHTMAP 16384
+#define Q3SURFACEPARM_NOMARKS 32768
+#define Q3SURFACEPARM_NOMIPMAPS 65536
+#define Q3SURFACEPARM_NONSOLID 131072
+#define Q3SURFACEPARM_ORIGIN 262144
+#define Q3SURFACEPARM_PLAYERCLIP 524288
+#define Q3SURFACEPARM_SKY 1048576
+#define Q3SURFACEPARM_SLICK 2097152
+#define Q3SURFACEPARM_SLIME 4194304
+#define Q3SURFACEPARM_STRUCTURAL 8388608
+#define Q3SURFACEPARM_TRANS 16777216
+#define Q3SURFACEPARM_WATER 33554432
+#define Q3SURFACEPARM_POINTLIGHT 67108864
+#define Q3SURFACEPARM_HINT 134217728
+#define Q3SURFACEPARM_DUST 268435456
+#define Q3SURFACEPARM_BOTCLIP 536870912
+#define Q3SURFACEPARM_LIGHTGRID 1073741824
+#define Q3SURFACEPARM_ANTIPORTAL 2147483648u
+
+typedef struct q3mbrush_s
+{
+ struct colbrushf_s *colbrushf;
+ int numbrushsides;
+ struct q3mbrushside_s *firstbrushside;
+ struct texture_s *texture;
+}
+q3mbrush_t;
+
+typedef struct q3mbrushside_s
+{
+ struct mplane_s *plane;
+ struct texture_s *texture;
+}
+q3mbrushside_t;
-void Mod_FindNonSolidLocation(vec3_t pos, struct model_s *mod);
-mleaf_t *Mod_PointInLeaf (const float *p, struct model_s *model);
-int Mod_PointContents (const float *p, struct model_s *model);
-qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);
-void Mod_BuildPVSTextureChains(struct model_s *model);
+#define CHECKPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] & (1 << ((b) & 7))) : false)
+#define SETPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] |= (1 << ((b) & 7))) : false)
+#define CLEARPVSBIT(pvs,b) ((b) >= 0 ? ((pvs)[(b) >> 3] &= ~(1 << ((b) & 7))) : false)
#endif