X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_brush.h;h=bcb79f103798daa4b2f9b91d465bfee52c2cc9a7;hp=84e3f8e16b1f1d91fd523f4d155079ae26fc66d6;hb=6824d8ddc8a43cae0609be5bbe8bee01fa1a4225;hpb=9f6e4476fe8049342ac61c87ab7286912c1ff97c diff --git a/model_brush.h b/model_brush.h index 84e3f8e1..bcb79f10 100644 --- a/model_brush.h +++ b/model_brush.h @@ -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 + /* ============================================================================== @@ -26,177 +29,666 @@ BRUSH MODELS ============================================================================== */ +#define Q3PATHLENGTH 64 + // // in memory representation // -// !!! if this is changed, it must be changed in asm_draw.h too !!! -typedef struct +typedef struct mvertex_s { - 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; - -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; - - -#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 - -// !!! if this is changed, it must be changed in asm_draw.h too !!! -typedef struct -{ - unsigned short v[2]; - unsigned int cachededgeoffset; -} medge_t; - -typedef struct -{ - float vecs[2][4]; - float mipadjust; - texture_t *texture; - int flags; -} mtexinfo_t; - -// LordHavoc: was 7, I added two more for raw lightmap coordinates, and then 3 more for light accumulation -#define VERTEXSIZE 12 - -typedef struct glpoly_s -{ - 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; - -typedef struct msurface_s -{ - int visframe; // should be drawn when node is crossed - - mplane_t *plane; - int flags; - - int firstedge; // look up in model->surfedges[], negative numbers - int numedges; // are backwards edges - - short texturemins[2]; - short extents[2]; - - int light_s, light_t; // gl lightmap coordinates - - glpoly_t *polys; // multiple if warped - struct msurface_s *texturechain; - - mtexinfo_t *texinfo; - -// lighting info - int dlightframe; -// int dlightbits[8]; - - int lightframe; // avoid redundent addition of dlights - - 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 + 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 SURF_PLANEBACK 2 + +// set for anything to be transparent sorted +#define MATERIALFLAG_TRANSPARENT 1 +// 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 lightmapped wall +#define MATERIALFLAG_WALL 64 +// swirling water effect +#define MATERIALFLAG_WATER 128 +// this surface shows the sky +// skipped if transparent +#define MATERIALFLAG_SKY 256 +// skips drawing the surface +#define MATERIALFLAG_NODRAW 512 +// probably used only on q1bsp water +#define MATERIALFLAG_LIGHTBOTHSIDES 1024 + +typedef struct medge_s +{ + unsigned short v[2]; +} +medge_t; + +struct entity_render_s; +struct texture_s; +struct msurface_s; + typedef struct mnode_s { -// 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 + //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; + + // this part unique to node + struct mnode_s *children[2]; + + // q1bsp specific + unsigned short firstsurface; + unsigned short numsurfaces; +} +mnode_t; + +typedef struct mleaf_s +{ + //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; + + // this part unique to leaf + // common + int clusterindex; // -1 is not in pvs, >= 0 is pvs bit number + int areaindex; // q3bsp + 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 hull_s +{ + 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) + int numpoints; + mvertex_t *points; + vec3_t mins, maxs; // culling + mplane_t plane; +} +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; + +// 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[HEADER_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; - struct mnode_s *parent; +// planes (x&~1) and (x&~1)+1 are always opposites - // LordHavoc: node based dynamic lighting - int dlightbits[8]; - int dlightframe; +// contents flags are seperate bits +// a given brush can contribute multiple content bits +// multiple brushes can be in a single leaf -// node specific - mplane_t *plane; - struct mnode_s *children[2]; +// these definitions also need to be in q_shared.h! - unsigned short firstsurface; - unsigned short numsurfaces; -} mnode_t; +// 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 -typedef struct mleaf_s +#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 { -// 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 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; - float minmaxs[6]; // for bounding box culling - struct mnode_s *parent; +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?) - // LordHavoc: node based dynamic lighting - int dlightbits[8]; - int dlightframe; + short cluster; + short area; -// leaf specific - byte *compressed_vis; - efrag_t *efrags; + short mins[3]; // for frustum culling + short maxs[3]; - msurface_t **firstmarksurface; - int nummarksurfaces; - int key; // BSP sequence number for leaf's contents - byte ambient_sound_level[NUM_AMBIENTS]; -} mleaf_t; + unsigned short firstleafface; + unsigned short numleaffaces; -typedef struct + unsigned short firstleafbrush; + unsigned short numleafbrushes; +} q2dleaf_t; + +typedef struct q2dbrushside_s { - dclipnode_t *clipnodes; - mplane_t *planes; - int firstclipnode; - int lastclipnode; - vec3_t clip_mins; - vec3_t clip_maxs; -} hull_t; + 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 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 + +typedef struct q3dheader_s +{ + int ident; + int version; + lump_t lumps[HEADER_LUMPS]; +} 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]; +} +q3dnode_t; + +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; + +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_POLYGON 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_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 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 2197152 +#define Q3SURFACEPARM_SLIME 4194304 +#define Q3SURFACEPARM_STRUCTURAL 8388608 +#define Q3SURFACEPARM_TRANS 16777216 +#define Q3SURFACEPARM_WATER 33554432 +#define Q3SURFACEPARM_POINTLIGHT 67108864 + +// various flags from shaders +#define Q3TEXTUREFLAG_TWOSIDED 1 +#define Q3TEXTUREFLAG_ADDITIVE 2 +#define Q3TEXTUREFLAG_NOMIPMAPS 4 +#define Q3TEXTUREFLAG_NOPICMIP 8 +#define Q3TEXTUREFLAG_AUTOSPRITE 16 +#define Q3TEXTUREFLAG_AUTOSPRITE2 32 +#define Q3TEXTUREFLAG_ALPHATEST 64 + +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; + +#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 +