]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.h
huge (16%) speed gain on surface rendering by eliminating the surfmesh chain in q1bsp...
[xonotic/darkplaces.git] / model_brush.h
index 55f5bcf7b86e9be6ca950f6b26e802659c6d2f6d..609793c4201eca2c9ed732e835af19e11f11fdda 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -18,6 +18,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 */
 
+#ifndef MODEL_BRUSH_H
+#define MODEL_BRUSH_H
+
 /*
 ==============================================================================
 
@@ -30,173 +33,738 @@ BRUSH MODELS
 //
 // 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 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 two more for raw lightmap coordinates
-#define        VERTEXSIZE      9
+// 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;
 
-       int                     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
+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];
-       int                     cached_light[MAXLIGHTMAPS];     // values currently used in lightmap
-//     qboolean        cached_dlight;                          // true if dynamic light in cache
-       qboolean        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
+