This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
/*
==============================================================================
//
// in memory representation
//
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
- vec3_t position;
-} mvertex_t;
+ vec3_t position;
+}
+mvertex_t;
-#define SIDE_FRONT 0
-#define SIDE_BACK 1
-#define SIDE_ON 2
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
// plane_t structure
typedef struct mplane_s
{
- vec3_t normal;
- float dist;
- byte type; // for texture axis selection and fast side tests
- byte pad[3];
- int (*BoxOnPlaneSideFunc) (vec3_t emins, vec3_t emaxs, struct mplane_s *p);
-} mplane_t;
+ vec3_t normal;
+ float dist;
+ // for texture axis selection and fast side tests
+ int type;
+ int signbits;
+}
+mplane_t;
+
+#define SHADERSTAGE_SKY 0
+#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
{
- char name[16];
- unsigned width, height;
- int gl_texturenum;
- int gl_glowtexturenum; // LordHavoc: fullbrights on walls
- struct msurface_s *texturechain; // for gl_texsort drawing
- int anim_total; // total tenths in sequence ( 0 = no)
- int anim_min, anim_max; // time for this frame min <=time< max
- struct texture_s *anim_next; // in the animation sequence
- struct texture_s *alternate_anims; // bmodels in frame 1 use these
- unsigned offsets[MIPLEVELS]; // four mip maps stored
- int transparent; // LordHavoc: transparent texture support
-} texture_t;
+ // 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];
+}
+medge_t;
+
+typedef struct
+{
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;
+}
+mtexinfo_t;
+
+// LordHavoc: replaces glpoly, triangle mesh
+typedef struct surfmesh_s
+{
+ int num_vertices; // number of vertices in the mesh
+ int num_triangles; // number of triangles in the mesh
+ float *data_vertex3f; // float[verts*3] vertex locations
+ float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
+ float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
+ float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
+ int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
+ float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
+ float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
+ float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
+ int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
+ int *data_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 lighttemp_castshadow;
+}
+msurface_t;
+
+typedef struct mnode_s
+{
+// common with leaf
+ // always 0 in nodes
+ int contents;
+
+ struct mnode_s *parent;
+ struct mportal_s *portals;
+
+ // for bounding box culling
+ vec3_t mins;
+ vec3_t maxs;
+
+// node specific
+ mplane_t *plane;
+ struct mnode_s *children[2];
+
+ unsigned short firstsurface;
+ unsigned short numsurfaces;
+}
+mnode_t;
+
+typedef struct mleaf_s
+{
+// common with node
+ // always negative in leafs
+ int contents;
+
+ struct mnode_s *parent;
+ struct mportal_s *portals;
+ // for bounding box culling
+ vec3_t mins;
+ vec3_t maxs;
-#define SURF_PLANEBACK 2
-#define SURF_DRAWSKY 4
-#define SURF_DRAWSPRITE 8
-#define SURF_DRAWTURB 0x10
-#define SURF_DRAWTILED 0x20
-#define SURF_DRAWBACKGROUND 0x40
-//#define SURF_UNDERWATER 0x80
-// LordHavoc: added these for lava and teleport textures
-#define SURF_DRAWNOALPHA 0x100
-#define SURF_DRAWFULLBRIGHT 0x200
+// 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;
+
+ // decompressed pvs bits (potentially visible set)
+ // note: never NULL, always present, may be full of 0xFF though
+ qbyte *pvsdata;
+
+ int *firstmarksurface;
+ int nummarksurfaces;
+ qbyte ambient_sound_level[NUM_AMBIENTS];
+}
+mleaf_t;
+
+typedef struct
+{
+ dclipnode_t *clipnodes;
+ mplane_t *planes;
+ int firstclipnode;
+ int lastclipnode;
+ vec3_t clip_mins;
+ vec3_t clip_maxs;
+ vec3_t clip_size;
+}
+hull_t;
+
+typedef struct mportal_s
+{
+ struct mportal_s *next; // the next portal on this leaf
+ mleaf_t *here; // the leaf this portal is on
+ mleaf_t *past; // the leaf through this portal (infront)
+ mvertex_t *points;
+ int numpoints;
+ mplane_t plane;
+ int visframe; // is this portal visible this frame?
+}
+mportal_t;
+
+typedef struct svbspmesh_s
+{
+ struct svbspmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *verts;
+ int *elements;
+}
+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;
+ */
+}
+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
-// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
- unsigned short v[2];
- unsigned int cachededgeoffset;
-} medge_t;
+ int ident;
+ int version;
+ lump_t lumps[HEADER_LUMPS];
+} q2dheader_t;
typedef struct
{
- float vecs[2][4];
- float mipadjust;
- texture_t *texture;
- int flags;
-} mtexinfo_t;
+ 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
-// LordHavoc: was 7, I added one more for raw lightmap position
-#define VERTEXSIZE 8
+// 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
-typedef struct glpoly_s
+#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
{
- struct glpoly_s *next;
- struct glpoly_s *chain;
- int numverts;
- int flags; // for SURF_UNDERWATER
- float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
-} glpoly_t;
+ 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 msurface_s
+
+typedef struct
{
- int visframe; // should be drawn when node is crossed
+ 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;
- mplane_t *plane;
- int flags;
+typedef struct
+{
+ int contents; // OR of all brushes (not needed?)
- int firstedge; // look up in model->surfedges[], negative numbers
- int numedges; // are backwards edges
-
- short texturemins[2];
- short extents[2];
+ short cluster;
+ short area;
- short light_s, light_t; // gl lightmap coordinates
+ short mins[3]; // for frustum culling
+ short maxs[3];
- glpoly_t *polys; // multiple if warped
- struct msurface_s *texturechain;
+ unsigned short firstleafface;
+ unsigned short numleaffaces;
- mtexinfo_t *texinfo;
-
-// lighting info
- int dlightframe;
- int dlightbits[8];
+ unsigned short firstleafbrush;
+ unsigned short numleafbrushes;
+} q2dleaf_t;
- int lightframe; // avoid redundent addition of dlights
- int worldnodeframe; // only render each surface once
+typedef struct
+{
+ unsigned short planenum; // facing out of the leaf
+ short texinfo;
+} q2dbrushside_t;
+
+typedef struct
+{
+ int firstside;
+ int numsides;
+ int contents;
+} q2dbrush_t;
- int lightmaptexturenum;
- byte styles[MAXLIGHTMAPS];
- unsigned short cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
- int cached_lighthalf; // LordHavoc: to cause lightmap to be rerendered when lighthalf changes
- float cached_ambient; // LordHavoc: rerender lightmaps when r_ambient changes
- byte *samples; // [numstyles*surfsize]
-} msurface_t;
-// warning: if this is changed, references must be updated in cpu_* assembly files
-typedef struct mnode_s
+// 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
{
-// common with leaf
- int contents; // 0, to differentiate from leafs
- int visframe; // node needs to be traversed if current
- int lightframe; // LordHavoc: to avoid redundent parent chasing in R_VisMarkLights
-
- float minmaxs[6]; // for bounding box culling
+ int numclusters;
+ int bitofs[8][2]; // bitofs[numclusters][2]
+} q2dvis_t;
- struct mnode_s *parent;
+// 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;
- // LordHavoc: node based dynamic lighting
- int dlightbits[8];
- int dlightframe;
+typedef struct
+{
+ int numareaportals;
+ int firstareaportal;
+} q2darea_t;
+
+
+//Q3 bsp stuff
+
+#define Q3BSPVERSION 46
+
+#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 Q3PATHLENGTH 64
-// node specific
- mplane_t *plane;
- struct mnode_s *children[2];
+typedef struct
+{
+ int ident;
+ int version;
+ lump_t lumps[HEADER_LUMPS];
+} q3dheader_t;
- unsigned short firstsurface;
- unsigned short numsurfaces;
-} mnode_t;
+typedef struct
+{
+ 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
+{
+ float normal[3];
+ float dist;
+}
+q3dplane_t;
+typedef struct
+{
+ int planeindex;
+ int childrenindex[2];
+ int mins[3];
+ int maxs[3];
+}
+q3dnode_t;
-typedef struct mleaf_s
+typedef struct
{
-// common with node
- int contents; // wil be a negative contents number
- int visframe; // node needs to be traversed if current
- int lightframe; // LordHavoc: to avoid redundent parent chasing in R_VisMarkLights
+ int clusterindex; // pvs index
+ int areaindex; // area index
+ int mins[3];
+ int maxs[3];
+ int firstleafface;
+ int numleaffaces;
+ int firstleafbrush;
+ int numleafbrushes;
+}
+q3dleaf_t;
- float minmaxs[6]; // for bounding box culling
+typedef struct
+{
+ float mins[3];
+ float maxs[3];
+ int firstface;
+ int numfaces;
+ int firstbrush;
+ int numbrushes;
+}
+q3dmodel_t;
- struct mnode_s *parent;
+typedef struct
+{
+ int firstbrushside;
+ int numbrushsides;
+ int textureindex;
+}
+q3dbrush_t;
- // LordHavoc: node based dynamic lighting
- int dlightbits[8];
- int dlightframe;
+typedef struct
+{
+ int planeindex;
+ int textureindex;
+}
+q3dbrushside_t;
-// leaf specific
- byte *compressed_vis;
- efrag_t *efrags;
+typedef struct
+{
+ float origin3f[3];
+ float texcoord2f[2];
+ float lightmap2f[2];
+ float normal3f[3];
+ unsigned char color4ub[4];
+}
+q3dvertex_t;
+
+typedef struct
+{
+ int offset; // first vertex index of mesh
+}
+q3dmeshvertex_t;
+
+typedef struct
+{
+ char shadername[Q3PATHLENGTH];
+ int brushindex;
+ int unknown; // I read this is always 5 except in q3dm8 which has one effect with -1
+}
+q3deffect_t;
- msurface_t **firstmarksurface;
- int nummarksurfaces;
- int key; // BSP sequence number for leaf's contents
- byte ambient_sound_level[NUM_AMBIENTS];
-} mleaf_t;
+#define Q3FACETYPE_POLYGON 1 // common
+#define Q3FACETYPE_PATCH 2 // common
+#define Q3FACETYPE_MESH 3 // common
+#define Q3FACETYPE_FLARE 4 // rare (is this ever used?)
typedef struct
{
- dclipnode_t *clipnodes;
- mplane_t *planes;
- int firstclipnode;
- int lastclipnode;
- vec3_t clip_mins;
- vec3_t clip_maxs;
-} hull_t;
+ 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_POLYGON
+ // polygon is simply a convex polygon, renderable as a mesh
+ float lightmap_origin[3];
+ float lightmap_vectors[2][3];
+ float normal[3];
+ int unused1[2];
+ }
+ polygon;
+ 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
+{
+ unsigned char rgb[128*128*3];
+}
+q3dlightmap_t;
+
+typedef struct
+{
+ unsigned char ambientrgb[3];
+ unsigned char diffusergb[3];
+ unsigned char diffusepitch;
+ unsigned char diffuseyaw;
+}
+q3dlightgrid_t;
+
+typedef struct
+{
+ 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;
+
+#endif
+