-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#ifndef Q3MAP2_H\r
-#define Q3MAP2_H\r
-\r
-\r
-\r
-/* version */\r
-#define Q3MAP_VERSION "2.5.11"\r
-#define Q3MAP_MOTD "A well-oiled toaster oven"\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-dependencies\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* platform-specific */\r
-#if defined( __linux__ ) || defined( __APPLE__ )\r
- #define Q_UNIX\r
-#endif\r
-\r
-#ifdef Q_UNIX\r
- #include <unistd.h>\r
- #include <pwd.h>\r
- #include <limits.h>\r
-#endif\r
-\r
-#ifdef _WIN32\r
- #include <windows.h>\r
-#endif\r
-\r
-\r
-/* general */\r
-#include "version.h" /* ttimo: might want to guard that if built outside of the GtkRadiant tree */\r
-\r
-#include "cmdlib.h"\r
-#include "mathlib.h"\r
-#include "md5lib.h"\r
-#include "ddslib.h"\r
-\r
-#include "picomodel.h"\r
-\r
-#include "scriplib.h"\r
-#include "polylib.h"\r
-#include "imagelib.h"\r
-#include "qthreads.h"\r
-#include "inout.h"\r
-#include "vfs.h"\r
-#include "png.h"\r
-#include "radiant_jpeglib.h"\r
-\r
-#include <stdlib.h>\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-port-related hacks\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-#define MAC_STATIC_HACK 0\r
-#if defined( __APPLE__ ) && MAC_STATIC_HACK \r
- #define MAC_STATIC static\r
-#else\r
- #define MAC_STATIC \r
-#endif\r
-\r
-#if 1\r
- #ifdef _WIN32\r
- #define Q_stricmp stricmp\r
- #define Q_strncasecmp strnicmp\r
- #else\r
- #define Q_stricmp strcasecmp\r
- #define Q_strncasecmp strncasecmp\r
- #endif\r
-#endif\r
-\r
-/* macro version */\r
-#define VectorMA( a, s, b, c ) ((c)[ 0 ] = (a)[ 0 ] + (s) * (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] + (s) * (b)[ 1 ], (c)[ 2 ] = (a)[ 2 ] + (s) * (b)[ 2 ])\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-constants\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* general */\r
-#define MAX_QPATH 64\r
-\r
-#define MAX_IMAGES 512\r
-#define DEFAULT_IMAGE "*default"\r
-\r
-#define MAX_MODELS 512\r
-\r
-#define DEF_BACKSPLASH_FRACTION 0.05f /* 5% backsplash by default */\r
-#define DEF_BACKSPLASH_DISTANCE 23\r
-\r
-#define DEF_RADIOSITY_BOUNCE 1.0f /* ydnar: default to 100% re-emitted light */\r
-\r
-#define MAX_SHADER_INFO 8192\r
-#define MAX_CUST_SURFACEPARMS 64\r
-\r
-#define SHADER_MAX_VERTEXES 1000\r
-#define SHADER_MAX_INDEXES (6 * SHADER_MAX_VERTEXES)\r
-\r
-#define MAX_JITTERS 256\r
-\r
-\r
-/* epair parsing (note case-sensitivity directive) */\r
-#define CASE_INSENSITIVE_EPAIRS 1\r
-\r
-#if CASE_INSENSITIVE_EPAIRS\r
- #define EPAIR_STRCMP Q_stricmp\r
-#else\r
- #define EPAIR_STRCMP strcmp\r
-#endif\r
-\r
-\r
-/* ydnar: compiler flags, because games have widely varying content/surface flags */\r
-#define C_SOLID 0x00000001\r
-#define C_TRANSLUCENT 0x00000002\r
-#define C_STRUCTURAL 0x00000004\r
-#define C_HINT 0x00000008\r
-#define C_NODRAW 0x00000010\r
-#define C_LIGHTGRID 0x00000020\r
-#define C_ALPHASHADOW 0x00000040\r
-#define C_LIGHTFILTER 0x00000080\r
-#define C_VERTEXLIT 0x00000100\r
-#define C_LIQUID 0x00000200\r
-#define C_FOG 0x00000400\r
-#define C_SKY 0x00000800\r
-#define C_ORIGIN 0x00001000\r
-#define C_AREAPORTAL 0x00002000\r
-#define C_ANTIPORTAL 0x00004000 /* like hint, but doesn't generate portals */\r
-#define C_SKIP 0x00008000 /* like hint, but skips this face (doesn't split bsp) */\r
-#define C_NOMARKS 0x00010000 /* no decals */\r
-\r
-#define C_DETAIL 0x08000000 /* THIS MUST BE THE SAME AS IN RADIANT! */\r
-\r
-\r
-/* shadow flags */\r
-#define WORLDSPAWN_CAST_SHADOWS 1\r
-#define WORLDSPAWN_RECV_SHADOWS 1\r
-#define ENTITY_CAST_SHADOWS 0\r
-#define ENTITY_RECV_SHADOWS 1\r
-\r
-\r
-/* bsp */\r
-#define MAX_PATCH_SIZE 32\r
-#define MAX_BRUSH_SIDES 1024\r
-#define MAX_BUILD_SIDES 300\r
-\r
-#define MAX_EXPANDED_AXIS 128\r
-\r
-#define CLIP_EPSILON 0.1f\r
-#define PLANESIDE_EPSILON 0.001f\r
-#define PLANENUM_LEAF -1\r
-\r
-#define HINT_PRIORITY 1000 /* ydnar: force hint splits first and antiportal/areaportal splits last */\r
-#define ANTIPORTAL_PRIORITY -1000\r
-#define AREAPORTAL_PRIORITY -1000\r
-\r
-#define PSIDE_FRONT 1\r
-#define PSIDE_BACK 2\r
-#define PSIDE_BOTH (PSIDE_FRONT | PSIDE_BACK)\r
-#define PSIDE_FACING 4\r
-\r
-#define BPRIMIT_UNDEFINED 0\r
-#define BPRIMIT_OLDBRUSHES 1\r
-#define BPRIMIT_NEWBRUSHES 2\r
-\r
-\r
-/* vis */\r
-#define VIS_HEADER_SIZE 8\r
-\r
-#define SEPERATORCACHE /* seperator caching helps a bit */\r
-\r
-#define PORTALFILE "PRT1"\r
-\r
-#define MAX_PORTALS 32768\r
-#define MAX_SEPERATORS MAX_POINTS_ON_WINDING\r
-#define MAX_POINTS_ON_FIXED_WINDING 24 /* ydnar: increased this from 12 at the expense of more memory */\r
-#define MAX_PORTALS_ON_LEAF 128\r
-\r
-\r
-/* light */\r
-#define EMIT_POINT 0\r
-#define EMIT_AREA 1\r
-#define EMIT_SPOT 2\r
-#define EMIT_SUN 3\r
-\r
-#define LIGHT_ATTEN_LINEAR 1\r
-#define LIGHT_ATTEN_ANGLE 2\r
-#define LIGHT_ATTEN_DISTANCE 4\r
-#define LIGHT_TWOSIDED 8\r
-#define LIGHT_GRID 16\r
-#define LIGHT_SURFACES 32\r
-#define LIGHT_DARK 64 /* probably never use this */\r
-#define LIGHT_FAST 256\r
-#define LIGHT_FAST_TEMP 512\r
-#define LIGHT_FAST_ACTUAL (LIGHT_FAST | LIGHT_FAST_TEMP)\r
-#define LIGHT_NEGATIVE 1024\r
-\r
-#define LIGHT_SUN_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_GRID | LIGHT_SURFACES)\r
-#define LIGHT_AREA_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES) /* q3a and wolf are the same */\r
-#define LIGHT_Q3A_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)\r
-#define LIGHT_WOLF_DEFAULT (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)\r
-\r
-#define MAX_TRACE_TEST_NODES 256\r
-#define DEFAULT_INHIBIT_RADIUS 1.5f\r
-\r
-#define LUXEL_EPSILON 0.125f\r
-#define VERTEX_EPSILON -0.125f\r
-#define GRID_EPSILON 0.0f\r
-\r
-#define DEFAULT_LIGHTMAP_SAMPLE_SIZE 16\r
-#define DEFAULT_LIGHTMAP_SAMPLE_OFFSET 1.0f\r
-#define DEFAULT_SUBDIVIDE_THRESHOLD 1.0f\r
-\r
-#define EXTRA_SCALE 2 /* -extrawide = -super 2 */\r
-#define EXTRAWIDE_SCALE 2 /* -extrawide = -super 2 -filter */\r
-\r
-#define CLUSTER_UNMAPPED -1\r
-#define CLUSTER_OCCLUDED -2\r
-#define CLUSTER_FLOODED -3\r
-\r
-#define VERTEX_LUXEL_SIZE 3\r
-#define BSP_LUXEL_SIZE 3\r
-#define RAD_LUXEL_SIZE 3\r
-#define SUPER_LUXEL_SIZE 4\r
-#define SUPER_ORIGIN_SIZE 3\r
-#define SUPER_NORMAL_SIZE 3\r
-#define SUPER_DELUXEL_SIZE 3\r
-#define BSP_DELUXEL_SIZE 3\r
-\r
-#define VERTEX_LUXEL( s, v ) (vertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))\r
-#define RAD_VERTEX_LUXEL( s, v )(radVertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))\r
-#define BSP_LUXEL( s, x, y ) (lm->bspLuxels[ s ] + ((((y) * lm->w) + (x)) * BSP_LUXEL_SIZE))\r
-#define RAD_LUXEL( s, x, y ) (lm->radLuxels[ s ] + ((((y) * lm->w) + (x)) * RAD_LUXEL_SIZE))\r
-#define SUPER_LUXEL( s, x, y ) (lm->superLuxels[ s ] + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))\r
-#define SUPER_ORIGIN( x, y ) (lm->superOrigins + ((((y) * lm->sw) + (x)) * SUPER_ORIGIN_SIZE))\r
-#define SUPER_NORMAL( x, y ) (lm->superNormals + ((((y) * lm->sw) + (x)) * SUPER_NORMAL_SIZE))\r
-#define SUPER_CLUSTER( x, y ) (lm->superClusters + (((y) * lm->sw) + (x)))\r
-#define SUPER_DELUXEL( x, y ) (lm->superDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))\r
-#define BSP_DELUXEL( x, y ) (lm->bspDeluxels + ((((y) * lm->w) + (x)) * BSP_DELUXEL_SIZE))\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-abstracted bsp file\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-#define EXTERNAL_LIGHTMAP "lm_%04d.tga"\r
-\r
-#define MAX_LIGHTMAPS 4 /* RBSP */\r
-#define MAX_LIGHT_STYLES 64\r
-#define MAX_SWITCHED_LIGHTS 32\r
-#define LS_NORMAL 0x00\r
-#define LS_UNUSED 0xFE\r
-#define LS_NONE 0xFF\r
-\r
-#define MAX_LIGHTMAP_SHADERS 256\r
-\r
-/* ok to increase these at the expense of more memory */\r
-#define MAX_MAP_MODELS 0x400\r
-#define MAX_MAP_BRUSHES 0x8000\r
-#define MAX_MAP_ENTITIES 0x1000 //% 0x800 /* ydnar */\r
-#define MAX_MAP_ENTSTRING 0x80000 //% 0x40000 /* ydnar */\r
-#define MAX_MAP_SHADERS 0x400\r
-\r
-#define MAX_MAP_AREAS 0x100 /* MAX_MAP_AREA_BYTES in q_shared must match! */\r
-#define MAX_MAP_FOGS 30 //& 0x100 /* RBSP (32 - world fog - goggles) */\r
-#define MAX_MAP_PLANES 0x100000 //% 0x20000 /* ydnar for md */\r
-#define MAX_MAP_NODES 0x20000\r
-#define MAX_MAP_BRUSHSIDES 0x100000 //% 0x20000 /* ydnar */\r
-#define MAX_MAP_LEAFS 0x20000\r
-#define MAX_MAP_LEAFFACES 0x20000\r
-#define MAX_MAP_LEAFBRUSHES 0x40000\r
-#define MAX_MAP_PORTALS 0x20000\r
-#define MAX_MAP_LIGHTING 0x800000\r
-#define MAX_MAP_LIGHTGRID 0x100000 //% 0x800000 /* ydnar: set to points, not bytes */\r
-#define MAX_MAP_VISIBILITY 0x200000\r
-\r
-#define MAX_MAP_DRAW_SURFS 0x20000\r
-#define MAX_MAP_DRAW_VERTS 0x80000\r
-#define MAX_MAP_DRAW_INDEXES 0x80000\r
-\r
-\r
-/* key / value pair sizes in the entities lump */\r
-#define MAX_KEY 32\r
-#define MAX_VALUE 1024\r
-\r
-/* the editor uses these predefined yaw angles to orient entities up or down */\r
-#define ANGLE_UP -1\r
-#define ANGLE_DOWN -2\r
-\r
-#define LIGHTMAP_WIDTH 128\r
-#define LIGHTMAP_HEIGHT 128\r
-\r
-#define MIN_WORLD_COORD (-65536)\r
-#define MAX_WORLD_COORD (65536)\r
-#define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)\r
-\r
-\r
-typedef void (*bspFunc)( const char * );\r
-\r
-\r
-typedef struct\r
-{\r
- int offset, length;\r
-}\r
-bspLump_t;\r
-\r
-\r
-typedef struct\r
-{\r
- char ident[ 4 ];\r
- int version;\r
- \r
- bspLump_t lumps[ 100 ]; /* theoretical maximum # of bsp lumps */\r
-}\r
-bspHeader_t;\r
-\r
-\r
-typedef struct\r
-{\r
- float mins[ 3 ], maxs[ 3 ];\r
- int firstBSPSurface, numBSPSurfaces;\r
- int firstBSPBrush, numBSPBrushes;\r
-}\r
-bspModel_t;\r
-\r
-\r
-typedef struct\r
-{\r
- char shader[ MAX_QPATH ];\r
- int surfaceFlags;\r
- int contentFlags;\r
-}\r
-bspShader_t;\r
-\r
-\r
-/* planes x^1 is allways the opposite of plane x */\r
-\r
-typedef struct\r
-{\r
- float normal[ 3 ];\r
- float dist;\r
-}\r
-bspPlane_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int planeNum;\r
- int children[ 2 ]; /* negative numbers are -(leafs+1), not nodes */\r
- int mins[ 3 ]; /* for frustom culling */\r
- int maxs[ 3 ];\r
-}\r
-bspNode_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int cluster; /* -1 = opaque cluster (do I still store these?) */\r
- int area;\r
- \r
- int mins[ 3 ]; /* for frustum culling */\r
- int maxs[ 3 ];\r
- \r
- int firstBSPLeafSurface;\r
- int numBSPLeafSurfaces;\r
- \r
- int firstBSPLeafBrush;\r
- int numBSPLeafBrushes;\r
-}\r
-bspLeaf_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int planeNum; /* positive plane side faces out of the leaf */\r
- int shaderNum;\r
- int surfaceNum; /* RBSP */\r
-}\r
-bspBrushSide_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int firstSide;\r
- int numSides;\r
- int shaderNum; /* the shader that determines the content flags */\r
-}\r
-bspBrush_t;\r
-\r
-\r
-typedef struct\r
-{\r
- char shader[ MAX_QPATH ];\r
- int brushNum;\r
- int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */\r
-}\r
-bspFog_t;\r
-\r
-\r
-typedef struct\r
-{\r
- vec3_t xyz;\r
- float st[ 2 ];\r
- float lightmap[ MAX_LIGHTMAPS ][ 2 ]; /* RBSP */\r
- vec3_t normal;\r
- byte color[ MAX_LIGHTMAPS ][ 4 ]; /* RBSP */\r
-}\r
-bspDrawVert_t;\r
-\r
-\r
-typedef enum\r
-{\r
- MST_BAD,\r
- MST_PLANAR,\r
- MST_PATCH,\r
- MST_TRIANGLE_SOUP,\r
- MST_FLARE,\r
- MST_FOLIAGE\r
-}\r
-bspSurfaceType_t;\r
-\r
-\r
-typedef struct bspGridPoint_s\r
-{\r
- byte ambient[ MAX_LIGHTMAPS ][ 3 ];\r
- byte directed[ MAX_LIGHTMAPS ][ 3 ];\r
- byte styles[ MAX_LIGHTMAPS ];\r
- byte latLong[ 2 ];\r
-}\r
-bspGridPoint_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int shaderNum;\r
- int fogNum;\r
- int surfaceType;\r
- \r
- int firstVert;\r
- int numVerts;\r
- \r
- int firstIndex;\r
- int numIndexes;\r
- \r
- byte lightmapStyles[ MAX_LIGHTMAPS ]; /* RBSP */\r
- byte vertexStyles[ MAX_LIGHTMAPS ]; /* RBSP */\r
- int lightmapNum[ MAX_LIGHTMAPS ]; /* RBSP */\r
- int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; /* RBSP */\r
- int lightmapWidth, lightmapHeight;\r
- \r
- vec3_t lightmapOrigin;\r
- vec3_t lightmapVecs[ 3 ]; /* on patches, [ 0 ] and [ 1 ] are lodbounds */\r
- \r
- int patchWidth;\r
- int patchHeight;\r
-}\r
-bspDrawSurface_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-general types\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* ydnar: for smaller structs */\r
-typedef char qb_t;\r
-\r
-\r
-/* ydnar: for q3map_tcMod */\r
-typedef float tcMod_t[ 3 ][ 3 ];\r
-\r
-\r
-/* ydnar: for multiple game support */\r
-typedef struct surfaceParm_s\r
-{\r
- char *name;\r
- int contentFlags, contentFlagsClear;\r
- int surfaceFlags, surfaceFlagsClear;\r
- int compileFlags, compileFlagsClear;\r
-}\r
-surfaceParm_t;\r
-\r
-\r
-typedef struct game_s\r
-{\r
- char *arg; /* -game matches this */\r
- char *gamePath; /* main game data dir */\r
- char *homeBasePath; /* home sub-dir on unix */\r
- char *magic; /* magic word for figuring out base path */\r
- char *shaderPath; /* shader directory */\r
- qboolean wolfLight; /* when true, lights work like wolf q3map */\r
- qboolean emitFlares; /* when true, emit flare surfaces */\r
- char *flareShader; /* default flare shader (MUST BE SET) */\r
- char *bspIdent; /* 4-letter bsp file prefix */\r
- int bspVersion; /* BSP version to use */\r
- bspFunc load, write; /* load/write function pointers */\r
- surfaceParm_t surfaceParms[ 128 ]; /* surfaceparm array */\r
-}\r
-game_t;\r
-\r
-\r
-typedef struct image_s\r
-{\r
- char *name, *filename;\r
- int refCount;\r
- int width, height;\r
- byte *pixels;\r
-}\r
-image_t;\r
-\r
-\r
-typedef struct sun_s\r
-{\r
- struct sun_s *next;\r
- vec3_t direction, color;\r
- float photons, deviance, filterRadius;\r
- int numSamples;\r
-}\r
-sun_t;\r
-\r
-\r
-typedef struct surfaceModel_s \r
-{\r
- struct surfaceModel_s *next;\r
- char model[ MAX_QPATH ];\r
- float density, odds;\r
- float minScale, maxScale;\r
- float minAngle, maxAngle;\r
- qboolean oriented;\r
-}\r
-surfaceModel_t;\r
-\r
-\r
-/* ydnar/sd: foliage stuff for wolf et (engine-supported optimization of the above) */\r
-typedef struct foliage_s \r
-{\r
- struct foliage_s *next;\r
- char model[ MAX_QPATH ];\r
- float scale, density, odds;\r
- qboolean inverseAlpha;\r
-}\r
-foliage_t;\r
-\r
-typedef struct foliageInstance_s\r
-{\r
- vec3_t xyz, normal;\r
-}\r
-foliageInstance_t;\r
-\r
-\r
-typedef struct remap_s\r
-{\r
- struct remap_s *next;\r
- char from[ 1024 ];\r
- char to[ MAX_QPATH ];\r
-}\r
-remap_t;\r
-\r
-\r
-typedef enum\r
-{\r
- AM_NONE,\r
- AM_DOT_PRODUCT\r
-}\r
-alphaModType_t;\r
-\r
-\r
-typedef struct alphaMod_s\r
-{\r
- struct alphaMod_s *next;\r
- alphaModType_t type;\r
- vec_t data[ 16 ];\r
-}\r
-alphaMod_t;\r
-\r
-\r
-typedef enum\r
-{\r
- IM_NONE,\r
- IM_OPAQUE,\r
- IM_MASKED,\r
- IM_BLEND\r
-}\r
-implicitMap_t;\r
-\r
-\r
-typedef struct shaderInfo_s\r
-{\r
- char shader[ MAX_QPATH ];\r
- int surfaceFlags;\r
- int contentFlags;\r
- int compileFlags;\r
- float value; /* light value */\r
- \r
- char backShader[ MAX_QPATH ]; /* for surfaces that generate different front and back passes */\r
- char flareShader[ MAX_QPATH ]; /* for light flares */\r
- char cloneShader[ MAX_QPATH ]; /* ydnar: for cloning of a surface */\r
- char damageShader[ MAX_QPATH ]; /* ydnar: sof2 damage shader name */\r
-\r
- surfaceModel_t *surfaceModel; /* ydnar: for distribution of models */\r
- foliage_t *foliage; /* ydnar/splash damage: wolf et foliage */\r
- \r
- float subdivisions; /* from a "tesssize xxx" */\r
- float backsplashFraction; /* floating point value, usually 0.05 */\r
- float backsplashDistance; /* default 16 */\r
- float lightSubdivide; /* default 999 */\r
- float lightFilterRadius; /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */\r
- \r
- int lightmapSampleSize; /* lightmap sample size */\r
- float lightmapSampleOffset; /* ydnar: lightmap sample offset (default: 1.0) */\r
- \r
- float bounceScale; /* ydnar: radiosity re-emission [0,1.0+] */\r
- float offset; /* ydnar: offset in units */\r
- float shadeAngleDegrees; /* ydnar: breaking angle for smooth shading (degrees) */\r
- \r
- vec3_t mins, maxs; /* ydnar: for particle studio vertexDeform move support */\r
- \r
- qb_t legacyTerrain; /* ydnar: enable legacy terrain crutches */\r
- qb_t indexed; /* ydnar: attempt to use indexmap (terrain alphamap style) */\r
- qb_t forceMeta; /* ydnar: force metasurface path */\r
- qb_t noClip; /* ydnar: don't clip into bsp, preserve original face winding */\r
- qb_t noFast; /* ydnar: supress fast lighting for surfaces with this shader */\r
- qb_t invert; /* ydnar: reverse facing */\r
- qb_t nonplanar; /* ydnar: for nonplanar meta surface merging */\r
- qb_t tcGen; /* ydnar: has explicit texcoord generation */\r
- vec3_t vecs[ 2 ]; /* ydnar: explicit texture vectors for [0,1] texture space */\r
- tcMod_t mod; /* ydnar: q3map_tcMod matrix for djbob :) */\r
- vec3_t lightmapAxis; /* ydnar: explicit lightmap axis projection */\r
- alphaMod_t *alphaMod; /* ydnar: q3map_alphaMod support */\r
- \r
- int furNumLayers; /* ydnar: number of fur layers */\r
- float furOffset; /* ydnar: offset of each layer */\r
- float furFade; /* ydnar: alpha fade amount per layer */\r
-\r
- qb_t splotchFix; /* ydnar: filter splotches on lightmaps */\r
- \r
- qb_t hasPasses; /* false if the shader doesn't define any rendering passes */\r
- qb_t globalTexture; /* don't normalize texture repeats */\r
- qb_t twoSided; /* cull none */\r
- qb_t autosprite; /* autosprite shaders will become point lights instead of area lights */\r
- qb_t polygonOffset; /* ydnar: don't face cull this or against this */\r
- qb_t patchShadows; /* have patches casting shadows when using -light for this surface */\r
- qb_t vertexShadows; /* shadows will be casted at this surface even when vertex lit */\r
- qb_t forceSunlight; /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */\r
- qb_t notjunc; /* don't use this surface for tjunction fixing */\r
- qb_t fogParms; /* ydnar: has fogparms */\r
- qb_t noFog; /* ydnar: supress fogging */\r
- \r
- qb_t clipModel; /* ydnar: solid model hack */\r
- \r
- byte styleMarker; /* ydnar: light styles hack */\r
- \r
- float vertexScale; /* vertex light scale */\r
- \r
- char skyParmsImageBase[ MAX_QPATH ]; /* ydnar: for skies */\r
- \r
- char editorImagePath[ MAX_QPATH ]; /* use this image to generate texture coordinates */\r
- char lightImagePath[ MAX_QPATH ]; /* use this image to generate color / averageColor */\r
- char normalImagePath[ MAX_QPATH ]; /* ydnar: normalmap image for bumpmapping */\r
- \r
- implicitMap_t implicitMap; /* ydnar: enemy territory implicit shaders */\r
- char implicitImagePath[ MAX_QPATH ];\r
- \r
- image_t *shaderImage;\r
- image_t *lightImage;\r
- image_t *normalImage;\r
- \r
- float skyLightValue; /* ydnar */\r
- int skyLightIterations; /* ydnar */\r
- sun_t *sun; /* ydnar */\r
- \r
- vec3_t color; /* normalized color */\r
- vec3_t averageColor;\r
- byte lightStyle;\r
- \r
- qb_t lmMergable; /* ydnar */\r
- int lmCustomWidth, lmCustomHeight; /* ydnar */\r
- float lmGamma; /* ydnar */\r
- float lmFilterRadius; /* ydnar: lightmap filtering/blurring radius for this shader (default: 0) */\r
- \r
- int shaderWidth, shaderHeight; /* ydnar */\r
- float stFlat[ 2 ];\r
- \r
- vec3_t fogDir; /* ydnar */\r
- \r
- char *shaderText; /* ydnar */\r
- qb_t custom;\r
- qb_t finished;\r
-}\r
-shaderInfo_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-bsp structures\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-typedef struct face_s\r
-{\r
- struct face_s *next;\r
- int planenum;\r
- int priority;\r
- qboolean checked;\r
- int compileFlags;\r
- winding_t *w;\r
-}\r
-face_t;\r
-\r
-\r
-typedef struct plane_s\r
-{\r
- vec3_t normal;\r
- vec_t dist;\r
- int type;\r
- struct plane_s *hash_chain;\r
-}\r
-plane_t;\r
-\r
-\r
-typedef struct side_s\r
-{\r
- int planenum;\r
- \r
- int outputNum; /* set when the side is written to the file list */\r
- \r
- float texMat[ 2 ][ 3 ]; /* brush primitive texture matrix */\r
- float vecs[ 2 ][ 4 ]; /* old-style texture coordinate mapping */\r
-\r
- winding_t *winding;\r
- winding_t *visibleHull; /* convex hull of all visible fragments */\r
-\r
- shaderInfo_t *shaderInfo;\r
-\r
- int contentFlags; /* from shaderInfo */\r
- int surfaceFlags; /* from shaderInfo */\r
- int compileFlags; /* from shaderInfo */\r
- int value; /* from shaderInfo */\r
-\r
- qboolean visible; /* choose visble planes first */\r
- qboolean bevel; /* don't ever use for bsp splitting, and don't bother making windings for it */\r
- qboolean backSide; /* generated side for a q3map_backShader */\r
- \r
- qboolean culled; /* ydnar: face culling */\r
-}\r
-side_t;\r
-\r
-\r
-typedef struct sideRef_s\r
-{\r
- struct sideRef_s *next;\r
- side_t *side;\r
-}\r
-sideRef_t;\r
-\r
-\r
-/* ydnar: generic index mapping for entities (natural extension of terrain texturing) */\r
-typedef struct indexMap_s\r
-{\r
- int w, h, numLayers;\r
- char name[ MAX_QPATH ], shader[ MAX_QPATH ];\r
- float offsets[ 256 ];\r
- byte *pixels;\r
-}\r
-indexMap_t;\r
-\r
-\r
-typedef struct brush_s\r
-{\r
- struct brush_s *next;\r
- struct brush_s *original; /* chopped up brushes will reference the originals */\r
- \r
- int entityNum, brushNum;/* editor numbering */\r
- int outputNum; /* set when the brush is written to the file list */\r
- \r
- /* ydnar: for shadowcasting entities */\r
- int castShadows;\r
- int recvShadows;\r
- \r
- shaderInfo_t *contentShader;\r
- shaderInfo_t *celShader; /* :) */\r
- \r
- /* ydnar: gs mods */\r
- float lightmapScale;\r
- vec3_t eMins, eMaxs;\r
- indexMap_t *im;\r
-\r
- int contentFlags;\r
- int compileFlags; /* ydnar */\r
- qboolean detail;\r
- qboolean opaque;\r
-\r
- int portalareas[ 2 ];\r
-\r
- vec3_t mins, maxs;\r
- int numsides;\r
- \r
- side_t sides[ 6 ]; /* variably sized */\r
-}\r
-brush_t;\r
-\r
-\r
-typedef struct fog_s\r
-{\r
- shaderInfo_t *si;\r
- brush_t *brush;\r
- int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */\r
-}\r
-fog_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int width, height;\r
- bspDrawVert_t *verts;\r
-}\r
-mesh_t;\r
-\r
-\r
-typedef struct parseMesh_s\r
-{\r
- struct parseMesh_s *next;\r
- \r
- int entityNum, brushNum; /* ydnar: editor numbering */\r
- \r
- /* ydnar: for shadowcasting entities */\r
- int castShadows;\r
- int recvShadows;\r
- \r
- mesh_t mesh;\r
- shaderInfo_t *shaderInfo;\r
- shaderInfo_t *celShader; /* :) */\r
- \r
- /* ydnar: gs mods */\r
- float lightmapScale;\r
- vec3_t eMins, eMaxs;\r
- indexMap_t *im;\r
- \r
- /* grouping */\r
- qboolean grouped;\r
- float longestCurve;\r
- int maxIterations;\r
-}\r
-parseMesh_t;\r
-\r
-\r
-/*\r
- ydnar: the drawsurf struct was extended to allow for:\r
- - non-convex planar surfaces\r
- - non-planar brushface surfaces\r
- - lightmapped terrain\r
- - planar patches\r
-*/\r
-\r
-typedef enum\r
-{\r
- /* ydnar: these match up exactly with bspSurfaceType_t */\r
- SURFACE_BAD,\r
- SURFACE_FACE,\r
- SURFACE_PATCH,\r
- SURFACE_TRIANGLES,\r
- SURFACE_FLARE,\r
- SURFACE_FOLIAGE, /* wolf et */\r
- \r
- /* ydnar: compiler-relevant surface types */\r
- SURFACE_FORCED_META,\r
- SURFACE_META,\r
- SURFACE_FOGHULL,\r
- SURFACE_DECAL,\r
- SURFACE_SHADER,\r
- \r
- NUM_SURFACE_TYPES\r
-}\r
-surfaceType_t;\r
-\r
-char *surfaceTypes[ NUM_SURFACE_TYPES ]\r
-#ifndef MAIN_C\r
- ;\r
-#else\r
- =\r
- {\r
- "SURFACE_BAD",\r
- "SURFACE_FACE",\r
- "SURFACE_PATCH",\r
- "SURFACE_TRIANGLES",\r
- "SURFACE_FLARE",\r
- "SURFACE_FOLIAGE",\r
- "SURFACE_FORCED_META",\r
- "SURFACE_META",\r
- "SURFACE_FOGHULL",\r
- "SURFACE_DECAL",\r
- "SURFACE_SHADER"\r
- };\r
-#endif\r
-\r
-\r
-/* ydnar: this struct needs an overhaul (again, heh) */\r
-typedef struct mapDrawSurface_s\r
-{\r
- surfaceType_t type;\r
- qboolean planar;\r
- int outputNum; /* ydnar: to match this sort of thing up */\r
- \r
- qboolean fur; /* ydnar: this is kind of a hack, but hey... */\r
- qboolean skybox; /* ydnar: yet another fun hack */\r
- \r
- struct mapDrawSurface_s *parent; /* ydnar: for cloned (skybox) surfaces to share lighting data */\r
- \r
- shaderInfo_t *shaderInfo;\r
- shaderInfo_t *celShader;\r
- brush_t *mapBrush;\r
- parseMesh_t *mapMesh;\r
- sideRef_t *sideRef;\r
- \r
- int fogNum;\r
- \r
- int numVerts; /* vertexes and triangles */\r
- bspDrawVert_t *verts;\r
- int numIndexes;\r
- int *indexes;\r
- \r
- int planeNum;\r
- vec3_t lightmapOrigin; /* also used for flares */\r
- vec3_t lightmapVecs[ 3 ]; /* also used for flares */\r
- int lightStyle; /* used for flares */\r
- \r
- /* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */\r
- float lightmapScale;\r
- \r
- /* ydnar: surface classification */\r
- vec3_t mins, maxs;\r
- vec3_t lightmapAxis;\r
- int sampleSize;\r
- \r
- /* ydnar: shadow group support */\r
- int castShadows, recvShadows;\r
- \r
- /* ydnar: texture coordinate range monitoring for hardware with limited texcoord precision (in texel space) */\r
- float bias[ 2 ];\r
- int texMins[ 2 ], texMaxs[ 2 ], texRange[ 2 ];\r
- \r
- /* ydnar: for patches */\r
- float longestCurve;\r
- int maxIterations;\r
- int patchWidth, patchHeight;\r
- vec3_t bounds[ 2 ];\r
- \r
- /* ydnar/sd: for foliage */\r
- int numFoliageInstances;\r
- \r
- /* ydnar: editor/useful numbering */\r
- int entityNum;\r
- int surfaceNum;\r
-}\r
-mapDrawSurface_t;\r
-\r
-\r
-typedef struct drawSurfRef_s\r
-{\r
- struct drawSurfRef_s *nextRef;\r
- int outputNum;\r
-}\r
-drawSurfRef_t;\r
-\r
-\r
-/* ydnar: metasurfaces are constructed from lists of metatriangles so they can be merged in the best way */\r
-typedef struct metaTriangle_s\r
-{\r
- shaderInfo_t *si;\r
- side_t *side;\r
- int entityNum, surfaceNum, planeNum, fogNum, sampleSize, castShadows, recvShadows;\r
- vec4_t plane;\r
- vec3_t lightmapAxis;\r
- int indexes[ 3 ];\r
-}\r
-metaTriangle_t;\r
-\r
-\r
-typedef struct epair_s\r
-{\r
- struct epair_s *next;\r
- char *key, *value;\r
-}\r
-epair_t;\r
-\r
-\r
-typedef struct\r
-{\r
- vec3_t origin;\r
- brush_t *brushes, *lastBrush;\r
- parseMesh_t *patches;\r
- int mapEntityNum, firstDrawSurf;\r
- int firstBrush, numBrushes; /* only valid during BSP compile */\r
- epair_t *epairs;\r
-}\r
-entity_t;\r
-\r
-\r
-typedef struct node_s\r
-{\r
- /* both leafs and nodes */\r
- int planenum; /* -1 = leaf node */\r
- struct node_s *parent;\r
- vec3_t mins, maxs; /* valid after portalization */\r
- brush_t *volume; /* one for each leaf/node */\r
-\r
- /* nodes only */\r
- side_t *side; /* the side that created the node */\r
- struct node_s *children[ 2 ];\r
- int compileFlags; /* ydnar: hint, antiportal */\r
- int tinyportals;\r
- vec3_t referencepoint;\r
-\r
- /* leafs only */\r
- qboolean opaque; /* view can never be inside */\r
- qboolean areaportal;\r
- qboolean skybox; /* ydnar: a skybox leaf */\r
- qboolean sky; /* ydnar: a sky leaf */\r
- int cluster; /* for portalfile writing */\r
- int area; /* for areaportals */\r
- brush_t *brushlist; /* fragments of all brushes in this leaf */\r
- drawSurfRef_t *drawSurfReferences;\r
-\r
- int occupied; /* 1 or greater can reach entity */\r
- entity_t *occupant; /* for leak file testing */\r
-\r
- struct portal_s *portals; /* also on nodes during construction */\r
-}\r
-node_t;\r
-\r
-\r
-typedef struct portal_s\r
-{\r
- plane_t plane;\r
- node_t *onnode; /* NULL = outside box */\r
- node_t *nodes[ 2 ]; /* [ 0 ] = front side of plane */\r
- struct portal_s *next[ 2 ];\r
- winding_t *winding;\r
-\r
- qboolean sidefound; /* false if ->side hasn't been checked */\r
- int compileFlags; /* from original face that caused the split */\r
- side_t *side; /* NULL = non-visible */\r
-}\r
-portal_t;\r
-\r
-\r
-typedef struct\r
-{\r
- node_t *headnode;\r
- node_t outside_node;\r
- vec3_t mins, maxs;\r
-}\r
-tree_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-vis structures\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-typedef struct\r
-{\r
- vec3_t normal;\r
- float dist;\r
-}\r
-visPlane_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int numpoints;\r
- vec3_t points[ MAX_POINTS_ON_FIXED_WINDING ]; /* variable sized */\r
-} \r
-fixedWinding_t;\r
-\r
-\r
-typedef struct passage_s\r
-{\r
- struct passage_s *next;\r
- byte cansee[ 1 ]; /* all portals that can be seen through this passage */\r
-} passage_t;\r
-\r
-\r
-typedef enum\r
-{\r
- stat_none,\r
- stat_working,\r
- stat_done\r
-}\r
-vstatus_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int num;\r
- qboolean hint; /* true if this portal was created from a hint splitter */\r
- qboolean removed;\r
- visPlane_t plane; /* normal pointing into neighbor */\r
- int leaf; /* neighbor */\r
- \r
- vec3_t origin; /* for fast clip testing */\r
- float radius;\r
-\r
- fixedWinding_t *winding;\r
- vstatus_t status;\r
- byte *portalfront; /* [portals], preliminary */\r
- byte *portalflood; /* [portals], intermediate */\r
- byte *portalvis; /* [portals], final */\r
-\r
- int nummightsee; /* bit count on portalflood for sort */\r
- passage_t *passages; /* there are just as many passages as there */\r
- /* are portals in the leaf this portal leads */\r
-}\r
-vportal_t;\r
-\r
-\r
-typedef struct leaf_s\r
-{\r
- int numportals;\r
- int merged;\r
- vportal_t *portals[MAX_PORTALS_ON_LEAF];\r
-}\r
-leaf_t;\r
-\r
- \r
-typedef struct pstack_s\r
-{\r
- byte mightsee[ MAX_PORTALS / 8 ];\r
- struct pstack_s *next;\r
- leaf_t *leaf;\r
- vportal_t *portal; /* portal exiting */\r
- fixedWinding_t *source;\r
- fixedWinding_t *pass;\r
-\r
- fixedWinding_t windings[ 3 ]; /* source, pass, temp in any order */\r
- int freewindings[ 3 ];\r
-\r
- visPlane_t portalplane;\r
- int depth;\r
-#ifdef SEPERATORCACHE\r
- visPlane_t seperators[ 2 ][ MAX_SEPERATORS ];\r
- int numseperators[ 2 ];\r
-#endif\r
-}\r
-pstack_t;\r
-\r
-\r
-typedef struct\r
-{\r
- vportal_t *base;\r
- int c_chains;\r
- pstack_t pstack_head;\r
-}\r
-threaddata_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-light structures\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* ydnar: new light struct with flags */\r
-typedef struct light_s\r
-{\r
- struct light_s *next;\r
- \r
- int type;\r
- int flags; /* ydnar: condensed all the booleans into one flags int */\r
- shaderInfo_t *si;\r
- \r
- vec3_t origin;\r
- vec3_t normal; /* for surfaces, spotlights, and suns */\r
- float dist; /* plane location along normal */\r
- \r
- float photons;\r
- int style;\r
- vec3_t color;\r
- float radiusByDist; /* for spotlights */\r
- float fade; /* ydnar: from wolf, for linear lights */\r
- float angleScale; /* ydnar: stolen from vlight for K */\r
-\r
- float add; /* ydnar: used for area lights */\r
- float envelope; /* ydnar: units until falloff < tolerance */\r
- float envelope2; /* ydnar: envelope squared (tiny optimization) */\r
- vec3_t mins, maxs; /* ydnar: pvs envelope */\r
- int cluster; /* ydnar: cluster light falls into */\r
- \r
- winding_t *w;\r
- vec3_t emitColor; /* full out-of-gamut value */\r
- \r
- float falloffTolerance; /* ydnar: minimum attenuation threshold */\r
- float filterRadius; /* ydnar: lightmap filter radius in world units, 0 == default */\r
-}\r
-light_t;\r
-\r
-\r
-typedef struct\r
-{\r
- /* constant input */\r
- qboolean testOcclusion, forceSunlight, testAll;\r
- int recvShadows;\r
- \r
- int numSurfaces;\r
- int *surfaces;\r
- \r
- int numLights;\r
- light_t **lights;\r
- \r
- qboolean twoSided;\r
- \r
- /* per-sample input */\r
- int cluster;\r
- vec3_t origin, normal;\r
- vec_t inhibitRadius; /* sphere in which occluding geometry is ignored */\r
- \r
- /* per-light input */\r
- light_t *light;\r
- vec3_t end;\r
- \r
- /* calculated input */\r
- vec3_t displacement, direction;\r
- vec_t distance;\r
- \r
- /* input and output */\r
- vec3_t color; /* starts out at full color, may be reduced if transparent surfaces are crossed */\r
- \r
- /* output */\r
- int compileFlags; /* for determining surface compile flags traced through */\r
- qboolean passSolid;\r
- qboolean opaque;\r
- \r
- /* working data */\r
- int numTestNodes;\r
- int testNodes[ MAX_TRACE_TEST_NODES ]; \r
-}\r
-trace_t;\r
-\r
-\r
-\r
-/* must be identical to bspDrawVert_t except for float color! */\r
-typedef struct\r
-{\r
- vec3_t xyz;\r
- float st[ 2 ];\r
- float lightmap[ MAX_LIGHTMAPS ][ 2 ];\r
- vec3_t normal;\r
- float color[ MAX_LIGHTMAPS ][ 4 ];\r
-}\r
-radVert_t;\r
-\r
-\r
-typedef struct\r
-{\r
- int numVerts;\r
- radVert_t verts[ MAX_POINTS_ON_WINDING ];\r
-}\r
-radWinding_t;\r
-\r
-\r
-/* crutch for poor local allocations in win32 smp */\r
-typedef struct\r
-{\r
- vec_t dists[ MAX_POINTS_ON_WINDING + 4 ];\r
- int sides[ MAX_POINTS_ON_WINDING + 4 ];\r
-}\r
-clipWork_t;\r
-\r
-\r
-/* ydnar: new lightmap handling code */\r
-typedef struct outLightmap_s\r
-{\r
- int lightmapNum, extLightmapNum;\r
- int customWidth, customHeight;\r
- int numLightmaps;\r
- int freeLuxels;\r
- int numShaders;\r
- shaderInfo_t *shaders[ MAX_LIGHTMAP_SHADERS ];\r
- byte *lightBits;\r
- byte *bspLightBytes;\r
- byte *bspDirBytes;\r
-}\r
-outLightmap_t;\r
-\r
-\r
-typedef struct rawLightmap_s\r
-{\r
- qboolean finished, splotchFix, wrap[ 2 ];\r
- int customWidth, customHeight;\r
- float gamma;\r
- float filterRadius;\r
- \r
- int firstLightSurface, numLightSurfaces; /* index into lightSurfaces */\r
- int numLightClusters, *lightClusters;\r
- \r
- int sampleSize, actualSampleSize, axisNum;\r
- int entityNum;\r
- int recvShadows;\r
- vec3_t mins, maxs, axis, origin, *vecs;\r
- float *plane;\r
- int w, h, sw, sh, used;\r
- \r
- int numStyledTwins;\r
- struct rawLightmap_s *twins[ MAX_LIGHTMAPS ];\r
-\r
- int outLightmapNums[ MAX_LIGHTMAPS ];\r
- int twinNums[ MAX_LIGHTMAPS ];\r
- int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ];\r
- byte styles[ MAX_LIGHTMAPS ];\r
- float *bspLuxels[ MAX_LIGHTMAPS ];\r
- float *radLuxels[ MAX_LIGHTMAPS ];\r
- float *superLuxels[ MAX_LIGHTMAPS ];\r
- float *superOrigins;\r
- float *superNormals;\r
- int *superClusters;\r
- \r
- float *superDeluxels; /* average light direction */\r
- float *bspDeluxels;\r
-}\r
-rawLightmap_t;\r
-\r
-\r
-typedef struct rawGridPoint_s\r
-{\r
- vec3_t ambient[ MAX_LIGHTMAPS ];\r
- vec3_t directed[ MAX_LIGHTMAPS ];\r
- vec3_t dir;\r
- byte styles[ MAX_LIGHTMAPS ];\r
-}\r
-rawGridPoint_t;\r
-\r
-\r
-typedef struct surfaceInfo_s\r
-{\r
- bspModel_t *model;\r
- shaderInfo_t *si;\r
- rawLightmap_t *lm;\r
- int parentSurfaceNum, childSurfaceNum;\r
- int entityNum, castShadows, recvShadows, sampleSize, patchIterations;\r
- float longestCurve;\r
- float *plane;\r
- vec3_t axis, mins, maxs;\r
- qboolean hasLightmap, approximated;\r
- int firstSurfaceCluster, numSurfaceClusters;\r
-}\r
-surfaceInfo_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-prototypes\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* main.c */\r
-vec_t Random( void );\r
-int BSPInfo( int count, char **fileNames );\r
-int ScaleBSPMain( int argc, char **argv );\r
-int ConvertMain( int argc, char **argv );\r
-\r
-\r
-/* path_init.c */\r
-void InitPaths( int *argc, char **argv );\r
-\r
-\r
-/* bsp.c */\r
-int BSPMain( int argc, char **argv );\r
-\r
-\r
-/* convert_map.c */\r
-int ConvertBSPToMap( char *bspName );\r
-\r
-\r
-/* convert_ase.c */\r
-int ConvertBSPToASE( char *bspName );\r
-\r
-\r
-/* brush.c */\r
-sideRef_t *AllocSideRef( side_t *side, sideRef_t *next );\r
-int CountBrushList( brush_t *brushes );\r
-brush_t *AllocBrush( int numsides );\r
-void FreeBrush( brush_t *brushes );\r
-void FreeBrushList( brush_t *brushes );\r
-brush_t *CopyBrush( brush_t *brush );\r
-qboolean BoundBrush( brush_t *brush );\r
-qboolean CreateBrushWindings( brush_t *brush );\r
-brush_t *BrushFromBounds( vec3_t mins, vec3_t maxs );\r
-vec_t BrushVolume( brush_t *brush );\r
-void WriteBSPBrushMap( char *name, brush_t *list );\r
-\r
-void FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree );\r
-void FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree );\r
-\r
-int BoxOnPlaneSide( vec3_t mins, vec3_t maxs, plane_t *plane );\r
-qboolean WindingIsTiny( winding_t *w );\r
-\r
-void SplitBrush( brush_t *brush, int planenum, brush_t **front, brush_t **back);\r
-\r
-tree_t *AllocTree( void );\r
-node_t *AllocNode( void );\r
-\r
-\r
-/* mesh.c */\r
-void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out );\r
-void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out );\r
-void FreeMesh( mesh_t *m );\r
-mesh_t *CopyMesh( mesh_t *mesh );\r
-void PrintMesh( mesh_t *m );\r
-mesh_t *TransposeMesh( mesh_t *in );\r
-void InvertMesh( mesh_t *m );\r
-mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength );\r
-int IterationsForCurve( float len, int subdivisions );\r
-mesh_t *SubdivideMesh2( mesh_t in, int iterations );\r
-mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable );\r
-mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in );\r
-void MakeMeshNormals( mesh_t in );\r
-void PutMeshOnCurve( mesh_t in );\r
-\r
-void MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up );\r
-\r
-\r
-/* map.c */\r
-void LoadMapFile( char *filename, qboolean onlyLights );\r
-int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points );\r
-int PlaneTypeForNormal( vec3_t normal );\r
-void AddBrushBevels( void );\r
-brush_t *FinishBrush( void );\r
-\r
-\r
-/* portals.c */\r
-void MakeHeadnodePortals( tree_t *tree );\r
-void MakeNodePortal( node_t *node );\r
-void SplitNodePortals( node_t *node );\r
-\r
-qboolean PortalPassable( portal_t *p );\r
-\r
-qboolean FloodEntities( tree_t *tree );\r
-void FillOutside( node_t *headnode);\r
-void FloodAreas( tree_t *tree);\r
-face_t *VisibleFaces( entity_t *e, tree_t *tree );\r
-void FreePortal( portal_t *p );\r
-\r
-void MakeTreePortals( tree_t *tree );\r
-\r
-\r
-/* leakfile.c */\r
-xmlNodePtr LeakFile( tree_t *tree );\r
-\r
-\r
-/* prtfile.c */\r
-void NumberClusters( tree_t *tree );\r
-void WritePortalFile( tree_t *tree );\r
-\r
-\r
-/* writebsp.c */\r
-void SetModelNumbers( void );\r
-void SetLightStyles( void );\r
-\r
-int EmitShader( const char *shader, int *contentFlags, int *surfaceFlags );\r
-\r
-void BeginBSPFile( void );\r
-void EndBSPFile( void );\r
-void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes );\r
-void EmitFogs( void );\r
-\r
-void BeginModel( void );\r
-void EndModel( entity_t *e, node_t *headnode );\r
-\r
-\r
-/* tree.c */\r
-void FreeTree( tree_t *tree );\r
-void FreeTree_r( node_t *node );\r
-void PrintTree_r( node_t *node, int depth );\r
-void FreeTreePortals_r( node_t *node );\r
-\r
-\r
-/* patch.c */\r
-void ParsePatch( qboolean onlyLights );\r
-mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength );\r
-void PatchMapDrawSurfs( entity_t *e );\r
-\r
-\r
-/* tjunction.c */\r
-void FixTJunctions( entity_t *e );\r
-\r
-\r
-/* fog.c */\r
-winding_t *WindingFromDrawSurf( mapDrawSurface_t *ds );\r
-void FogDrawSurfaces( entity_t *e );\r
-int FogForPoint( vec3_t point, float epsilon );\r
-int FogForBounds( vec3_t mins, vec3_t maxs, float epsilon );\r
-void CreateMapFogs( void );\r
-\r
-\r
-/* facebsp.c */\r
-face_t *MakeStructuralBSPFaceList( brush_t *list );\r
-face_t *MakeVisibleBSPFaceList( brush_t *list );\r
-tree_t *FaceBSP( face_t *list );\r
-\r
-\r
-/* model.c */\r
-void PicoPrintFunc( int level, const char *str );\r
-void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize );\r
-picoModel_t *FindModel( char *name, int frame );\r
-picoModel_t *LoadModel( char *name, int frame );\r
-void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale );\r
-void AddTriangleModels( entity_t *e );\r
-\r
-\r
-/* surface.c */\r
-mapDrawSurface_t *AllocDrawSurface( surfaceType_t type );\r
-void FinishSurface( mapDrawSurface_t *ds );\r
-void StripFaceSurface( mapDrawSurface_t *ds );\r
-qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds );\r
-qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis );\r
-void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds );\r
-void ClassifyEntitySurfaces( entity_t *e );\r
-void TidyEntitySurfaces( entity_t *e );\r
-mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si );\r
-mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si );\r
-qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c );\r
-void ClearSurface( mapDrawSurface_t *ds );\r
-void AddEntitySurfaceModels( entity_t *e );\r
-mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w );\r
-mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh );\r
-mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle );\r
-mapDrawSurface_t *DrawSurfaceForShader( char *shader );\r
-void ClipSidesIntoTree( entity_t *e, tree_t *tree );\r
-void MakeDebugPortalSurfs( tree_t *tree );\r
-void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader );\r
-void SubdivideFaceSurfaces( entity_t *e, tree_t *tree );\r
-void AddEntitySurfaceModels( entity_t *e );\r
-int AddSurfaceModels( mapDrawSurface_t *ds );\r
-void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree );\r
-\r
-\r
-/* surface_fur.c */\r
-void Fur( mapDrawSurface_t *src );\r
-\r
-\r
-/* surface_foliage.c */\r
-void Foliage( mapDrawSurface_t *src );\r
-\r
-\r
-/* ydnar: surface_meta.c */\r
-void ClearMetaTriangles( void );\r
-int FindMetaTriangle( metaTriangle_t *src, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c, int planeNum );\r
-void MakeEntityMetaTriangles( entity_t *e );\r
-void FixMetaTJunctions( void );\r
-void SmoothMetaTriangles( void );\r
-void MergeMetaTriangles( void );\r
-\r
-\r
-/* surface_extra.c */\r
-void SetDefaultSampleSize( int sampleSize );\r
-\r
-void SetSurfaceExtra( mapDrawSurface_t *ds, int num );\r
-\r
-shaderInfo_t *GetSurfaceExtraShaderInfo( int num );\r
-int GetSurfaceExtraParentSurfaceNum( int num );\r
-int GetSurfaceExtraEntityNum( int num );\r
-int GetSurfaceExtraCastShadows( int num );\r
-int GetSurfaceExtraRecvShadows( int num );\r
-int GetSurfaceExtraSampleSize( int num );\r
-float GetSurfaceExtraLongestCurve( int num );\r
-void GetSurfaceExtraLightmapAxis( int num, vec3_t lightmapAxis );\r
-\r
-void WriteSurfaceExtraFile( const char *path );\r
-void LoadSurfaceExtraFile( const char *path );\r
-\r
-\r
-/* decals.c */\r
-void ProcessDecals( void );\r
-void MakeEntityDecals( entity_t *e );\r
-\r
-\r
-/* brush_primit.c */\r
-void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY);\r
-\r
-\r
-/* vis.c */\r
-fixedWinding_t *NewFixedWinding( int points );\r
-int VisMain( int argc, char **argv );\r
-\r
-/* visflow.c */\r
-int CountBits( byte *bits, int numbits );\r
-void PassageFlow( int portalnum );\r
-void CreatePassages( int portalnum );\r
-void PassageMemory( void );\r
-void BasePortalVis( int portalnum );\r
-void BetterPortalVis( int portalnum );\r
-void PortalFlow( int portalnum );\r
-void PassagePortalFlow( int portalnum );\r
-\r
-\r
-\r
-/* light.c */\r
-float PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w );\r
-int LightContributionToSample( trace_t *trace );\r
-void LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] );\r
-int LightContributionToPoint( trace_t *trace );\r
-int LightMain( int argc, char **argv );\r
-\r
-\r
-/* light_trace.c */\r
-void SetupTraceNodes( void );\r
-void TraceLine( trace_t *trace );\r
-float SetupTrace( trace_t *trace );\r
-\r
-\r
-/* light_bounce.c */\r
-qboolean RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] );\r
-void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );\r
-void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );\r
-void RadCreateDiffuseLights( void );\r
-void RadFreeLights();\r
-\r
-\r
-/* light_ydnar.c */\r
-void ColorToBytes( const float *color, byte *colorBytes, float scale );\r
-void SmoothNormals( void );\r
-\r
-void MapRawLightmap( int num );\r
-void IlluminateRawLightmap( int num );\r
-void IlluminateVertexes( int num );\r
-\r
-void SetupBrushes( void );\r
-void SetupClusters( void );\r
-qboolean ClusterVisible( int a, int b );\r
-qboolean ClusterVisibleToPoint( vec3_t point, int cluster );\r
-int ClusterForPoint( vec3_t point );\r
-int ClusterForPointExt( vec3_t point, float epsilon );\r
-int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters );\r
-int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags );\r
-void SetupEnvelopes( qboolean forGrid, qboolean fastFlag );\r
-void FreeTraceLights( trace_t *trace );\r
-void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace );\r
-void CreateTraceLightsForSurface( int num, trace_t *trace );\r
-\r
-\r
-/* lightmaps_ydnar.c */\r
-void ExportLightmaps( void );\r
-\r
-int ExportLightmapsMain( int argc, char **argv );\r
-int ImportLightmapsMain( int argc, char **argv );\r
-\r
-void SetupSurfaceLightmaps( void );\r
-void StitchSurfaceLightmaps( void );\r
-void StoreSurfaceLightmaps( void );\r
-\r
-\r
-/* image.c */\r
-void ImageFree( image_t *image );\r
-image_t *ImageFind( const char *filename );\r
-image_t *ImageLoad( const char *filename );\r
-\r
-\r
-/* shaders.c */\r
-void AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts );\r
-\r
-void TcMod( tcMod_t mod, float st[ 2 ] );\r
-void TcModIdentity( tcMod_t mod );\r
-void TcModMultiply( tcMod_t a, tcMod_t b, tcMod_t out );\r
-void TcModTranslate( tcMod_t mod, float s, float t );\r
-void TcModScale( tcMod_t mod, float s, float t );\r
-void TcModRotate( tcMod_t mod, float euler );\r
-\r
-qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags );\r
-\r
-void BeginMapShaderFile( const char *mapFile );\r
-void WriteMapShaderFile( void );\r
-shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace );\r
-void EmitVertexRemapShader( char *from, char *to );\r
-\r
-void LoadShaderInfo( void );\r
-shaderInfo_t *ShaderInfoForShader( const char *shader );\r
-\r
-\r
-/* bspfile_abstract.c */\r
-void SetGridPoints( int n );\r
-void SetDrawVerts( int n );\r
-void IncDrawVerts();\r
-void SetDrawSurfaces(int n);\r
-void SetDrawSurfacesBuffer();\r
-void BSPFilesCleanup();\r
-\r
-void SwapBlock( int *block, int size );\r
-\r
-int GetLumpElements( bspHeader_t *header, int lump, int size );\r
-void *GetLump( bspHeader_t *header, int lump );\r
-int CopyLump( bspHeader_t *header, int lump, void *dest, int size );\r
-void AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length );\r
-\r
-void LoadBSPFile( const char *filename );\r
-void WriteBSPFile( const char *filename );\r
-void PrintBSPFileSizes( void );\r
-\r
-epair_t *ParseEPair( void );\r
-void ParseEntities( void );\r
-void UnparseEntities( void );\r
-void PrintEntity( const entity_t *ent );\r
-void SetKeyValue( entity_t *ent, const char *key, const char *value );\r
-const char *ValueForKey( const entity_t *ent, const char *key );\r
-int IntForKey( const entity_t *ent, const char *key );\r
-vec_t FloatForKey( const entity_t *ent, const char *key );\r
-void GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec );\r
-entity_t *FindTargetEntity( const char *target );\r
-void GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows );\r
-\r
-\r
-/* bspfile_ibsp.c */\r
-void LoadIBSPFile( const char *filename );\r
-void WriteIBSPFile( const char *filename );\r
-\r
-\r
-/* bspfile_rbsp.c */\r
-void LoadRBSPFile( const char *filename );\r
-void WriteRBSPFile( const char *filename );\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-bsp/general global variables\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-#ifdef MAIN_C\r
- #define Q_EXTERN\r
- #define Q_ASSIGN( a ) = a\r
-#else\r
- #define Q_EXTERN extern\r
- #define Q_ASSIGN( a ) \r
-#endif\r
-\r
-/* game support */\r
-Q_EXTERN game_t games[]\r
-#ifndef MAIN_C\r
- ;\r
-#else\r
- =\r
- {\r
- #include "game_quake3.h"\r
- ,\r
- #include "game_tenebrae.h"\r
- ,\r
- #include "game_wolf.h"\r
- ,\r
- #include "game_wolfet.h"/* most be after game_wolf.h as they share defines! */\r
- ,\r
- #include "game_ef.h"\r
- ,\r
- #include "game_sof2.h"\r
- ,\r
- #include "game_jk2.h" /* most be after game_sof2.h as they share defines! */\r
- ,\r
- #include "game_ja.h" /* most be after game_jk2.h as they share defines! */\r
- ,\r
- { NULL, NULL, NULL, NULL, NULL, qfalse, 0, 0, NULL } /* null game */\r
- };\r
-#endif\r
-Q_EXTERN game_t *game Q_ASSIGN( &games[ 0 ] );\r
-\r
-\r
-/* general */\r
-Q_EXTERN int numImages Q_ASSIGN( 0 );\r
-Q_EXTERN image_t images[ MAX_IMAGES ];\r
-\r
-Q_EXTERN int numPicoModels Q_ASSIGN( 0 );\r
-Q_EXTERN picoModel_t *picoModels[ MAX_MODELS ];\r
-\r
-Q_EXTERN shaderInfo_t *shaderInfo Q_ASSIGN( NULL );\r
-Q_EXTERN int numShaderInfo Q_ASSIGN( 0 );\r
-Q_EXTERN int numVertexRemaps Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN surfaceParm_t custSurfaceParms[ MAX_CUST_SURFACEPARMS ];\r
-Q_EXTERN int numCustSurfaceParms Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN char mapName[ MAX_QPATH ]; /* ydnar: per-map custom shaders for larger lightmaps */\r
-Q_EXTERN char mapShaderFile[ 1024 ];\r
-Q_EXTERN qboolean warnImage Q_ASSIGN( qtrue );\r
-\r
-/* ydnar: sinusoid samples */\r
-Q_EXTERN float jitters[ MAX_JITTERS ];\r
-\r
-\r
-/* commandline arguments */\r
-Q_EXTERN qboolean verbose;\r
-Q_EXTERN qboolean verboseEntities Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean force Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean infoMode Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean useCustomInfoParms Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean noprune Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean leaktest Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean nodetail Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean nosubdivide Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean notjunc Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean fulldetail Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean nowater Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean noCurveBrushes Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean fakemap Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean coplanar Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean nofog Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean noHint Q_ASSIGN( qfalse ); /* ydnar */\r
-Q_EXTERN qboolean renameModelShaders Q_ASSIGN( qfalse ); /* ydnar */\r
-Q_EXTERN qboolean skyFixHack Q_ASSIGN( qfalse ); /* ydnar */\r
-\r
-Q_EXTERN int patchSubdivisions Q_ASSIGN( 8 ); /* ydnar: -patchmeta subdivisions */\r
-\r
-Q_EXTERN int maxSurfaceVerts Q_ASSIGN( 64 ); /* ydnar */\r
-Q_EXTERN int maxSurfaceIndexes Q_ASSIGN( 1000 ); /* ydnar */\r
-Q_EXTERN float npDegrees Q_ASSIGN( 0.0f ); /* ydnar: nonplanar degrees */\r
-Q_EXTERN int bevelSnap Q_ASSIGN( 0 ); /* ydnar: bevel plane snap */\r
-Q_EXTERN int texRange Q_ASSIGN( 0 );\r
-Q_EXTERN qboolean flat Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean meta Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean patchMeta Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean emitFlares Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean debugSurfaces Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean debugInset Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean debugPortals Q_ASSIGN( qfalse );\r
-\r
-Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00001 );\r
-Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.01 );\r
-\r
-\r
-/* bsp */\r
-Q_EXTERN int numMapEntities Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN int blockSize[ 3 ] /* should be the same as in radiant */\r
-#ifndef MAIN_C\r
- ;\r
-#else\r
- = { 1024, 1024, 1024 };\r
-#endif\r
-\r
-Q_EXTERN char name[ 1024 ];\r
-Q_EXTERN char source[ 1024 ];\r
-Q_EXTERN char outbase[ 32 ];\r
-\r
-Q_EXTERN int sampleSize; /* lightmap sample size in units */\r
-\r
-Q_EXTERN int mapEntityNum Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN int entitySourceBrushes;\r
-\r
-Q_EXTERN plane_t mapplanes[ MAX_MAP_PLANES ]; /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */\r
-Q_EXTERN int nummapplanes; /* nummapplanes will always be even */\r
-Q_EXTERN int numMapPatches;\r
-Q_EXTERN vec3_t mapMins, mapMaxs;\r
-\r
-Q_EXTERN int defaultFogNum Q_ASSIGN( -1 ); /* ydnar: cleaner fog handling */\r
-Q_EXTERN int numMapFogs Q_ASSIGN( 0 );\r
-Q_EXTERN fog_t mapFogs[ MAX_MAP_FOGS ];\r
-\r
-Q_EXTERN entity_t *mapEnt;\r
-Q_EXTERN brush_t *buildBrush;\r
-Q_EXTERN int numActiveBrushes;\r
-Q_EXTERN int g_bBrushPrimit;\r
-\r
-Q_EXTERN int numStrippedLights Q_ASSIGN( 0 );\r
-\r
-\r
-/* surface stuff */\r
-Q_EXTERN mapDrawSurface_t *mapDrawSurfs Q_ASSIGN( NULL );\r
-Q_EXTERN int numMapDrawSurfs;\r
-\r
-Q_EXTERN int numSurfacesByType[ NUM_SURFACE_TYPES ];\r
-Q_EXTERN int numClearedSurfaces;\r
-Q_EXTERN int numStripSurfaces;\r
-Q_EXTERN int numFanSurfaces;\r
-Q_EXTERN int numMergedSurfaces;\r
-Q_EXTERN int numMergedVerts;\r
-\r
-Q_EXTERN int numRedundantIndexes;\r
-\r
-Q_EXTERN int numSurfaceModels Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN byte debugColors[ 12 ][ 3 ]\r
-#ifndef MAIN_C\r
- ;\r
-#else\r
- =\r
- {\r
- { 255, 0, 0 },\r
- { 192, 128, 128 },\r
- { 255, 255, 0 },\r
- { 192, 192, 128 },\r
- { 0, 255, 255 },\r
- { 128, 192, 192 },\r
- { 0, 0, 255 },\r
- { 128, 128, 192 },\r
- { 255, 0, 255 },\r
- { 192, 128, 192 },\r
- { 0, 255, 0 },\r
- { 128, 192, 128 }\r
- };\r
-#endif\r
-\r
-Q_EXTERN qboolean skyboxPresent Q_ASSIGN( qfalse );\r
-Q_EXTERN int skyboxArea Q_ASSIGN( -1 );\r
-Q_EXTERN m4x4_t skyboxTransform;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-vis global variables\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* commandline arguments */\r
-Q_EXTERN qboolean fastvis;\r
-Q_EXTERN qboolean noPassageVis;\r
-Q_EXTERN qboolean passageVisOnly;\r
-Q_EXTERN qboolean mergevis;\r
-Q_EXTERN qboolean nosort;\r
-Q_EXTERN qboolean saveprt;\r
-Q_EXTERN qboolean hint; /* ydnar */\r
-Q_EXTERN char inbase[ MAX_QPATH ];\r
-\r
-/* other bits */\r
-Q_EXTERN int totalvis;\r
-\r
-Q_EXTERN float farPlaneDist; /* rr2do2, rf, mre, ydnar all contributed to this one... */\r
-\r
-Q_EXTERN int numportals;\r
-Q_EXTERN int portalclusters;\r
-\r
-Q_EXTERN vportal_t *portals;\r
-Q_EXTERN leaf_t *leafs;\r
-\r
-Q_EXTERN vportal_t *faces;\r
-Q_EXTERN leaf_t *faceleafs;\r
-\r
-Q_EXTERN int numfaces;\r
-\r
-Q_EXTERN int c_portaltest, c_portalpass, c_portalcheck;\r
-Q_EXTERN int c_portalskip, c_leafskip;\r
-Q_EXTERN int c_vistest, c_mighttest;\r
-Q_EXTERN int c_chains;\r
-\r
-Q_EXTERN byte *vismap, *vismap_p, *vismap_end;\r
-\r
-Q_EXTERN int testlevel;\r
-\r
-Q_EXTERN byte *uncompressed;\r
-\r
-Q_EXTERN int leafbytes, leaflongs;\r
-Q_EXTERN int portalbytes, portallongs;\r
-\r
-Q_EXTERN vportal_t *sorted_portals[ MAX_MAP_PORTALS * 2 ];\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-light global variables\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* commandline arguments */\r
-Q_EXTERN qboolean noSurfaces;\r
-\r
-Q_EXTERN qboolean deluxemap;\r
-Q_EXTERN qboolean debugDeluxemap;\r
-\r
-Q_EXTERN qboolean loMem Q_ASSIGN( qfalse );\r
-\r
-Q_EXTERN qboolean fast;\r
-Q_EXTERN qboolean faster;\r
-Q_EXTERN qboolean fastgrid;\r
-Q_EXTERN qboolean fastbounce;\r
-Q_EXTERN qboolean cheap;\r
-Q_EXTERN qboolean cheapgrid;\r
-Q_EXTERN qboolean smooth;\r
-Q_EXTERN int bounce;\r
-Q_EXTERN qboolean bounceOnly;\r
-Q_EXTERN qboolean bouncing;\r
-Q_EXTERN qboolean bouncegrid;\r
-Q_EXTERN qboolean normalmap;\r
-Q_EXTERN qboolean trisoup;\r
-Q_EXTERN qboolean shade;\r
-Q_EXTERN float shadeAngleDegrees Q_ASSIGN( 0.0f );\r
-Q_EXTERN int superSample Q_ASSIGN( 0 );\r
-Q_EXTERN int lightSamples Q_ASSIGN( 1 );\r
-Q_EXTERN qboolean filter;\r
-Q_EXTERN qboolean sunOnly;\r
-Q_EXTERN int approximateTolerance Q_ASSIGN( 0 );\r
-Q_EXTERN qboolean noCollapse;\r
-Q_EXTERN qboolean debug;\r
-Q_EXTERN qboolean debugSurfaces;\r
-Q_EXTERN qboolean debugUnused;\r
-Q_EXTERN qboolean debugAxis;\r
-Q_EXTERN qboolean debugCluster;\r
-Q_EXTERN qboolean debugOrigin;\r
-Q_EXTERN qboolean exportLightmaps;\r
-Q_EXTERN qboolean externalLightmaps;\r
-Q_EXTERN int lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH );\r
-\r
-/* standard flags */\r
-Q_EXTERN qboolean noTrace;\r
-Q_EXTERN qboolean patchShadows;\r
-Q_EXTERN qboolean dump;\r
-Q_EXTERN qboolean extra;\r
-Q_EXTERN qboolean extraWide;\r
-Q_EXTERN qboolean lightmapBorder;\r
-\r
-Q_EXTERN qboolean noSurfaces;\r
-\r
-Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE );\r
-Q_EXTERN qboolean noVertexLighting Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean noGridLighting Q_ASSIGN( qfalse );\r
-\r
-/* longest distance across the map */\r
-Q_EXTERN float maxMapDistance Q_ASSIGN( 0 );\r
-\r
-/* for run time tweaking of light sources */\r
-Q_EXTERN float pointScale Q_ASSIGN( 7500.0f );\r
-Q_EXTERN float areaScale Q_ASSIGN( 0.25f );\r
-Q_EXTERN float skyScale Q_ASSIGN( 1.0f );\r
-Q_EXTERN float bounceScale Q_ASSIGN( 0.25f );\r
-\r
-/* ydnar: for runtime tweaking of falloff tolerance */\r
-Q_EXTERN float falloffTolerance Q_ASSIGN( 1.0f );\r
-\r
-Q_EXTERN qboolean exactPointToPolygon Q_ASSIGN( qtrue );\r
-\r
-Q_EXTERN float formFactorValueScale Q_ASSIGN( 3.0f );\r
-\r
-Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f );\r
-\r
-Q_EXTERN light_t *lights;\r
-Q_EXTERN int numPointLights;\r
-Q_EXTERN int numSpotLights;\r
-Q_EXTERN int numSunLights;\r
-Q_EXTERN int numAreaLights;\r
-\r
-/* ydnar: for luxel placement */\r
-Q_EXTERN int numSurfaceClusters, maxSurfaceClusters;\r
-Q_EXTERN int *surfaceClusters;\r
-\r
-/* ydnar: for radiosity */\r
-Q_EXTERN int numDiffuseLights;\r
-Q_EXTERN int numBrushDiffuseLights;\r
-Q_EXTERN int numTriangleDiffuseLights;\r
-Q_EXTERN int numPatchDiffuseLights;\r
-\r
-/* ydnar: general purpose extra copy of drawvert list */\r
-Q_EXTERN bspDrawVert_t *yDrawVerts;\r
-\r
-/* ydnar: for tracing statistics */\r
-Q_EXTERN int minSurfacesTested;\r
-Q_EXTERN int maxSurfacesTested;\r
-Q_EXTERN int totalSurfacesTested;\r
-Q_EXTERN int totalTraces;\r
-\r
-Q_EXTERN FILE *dumpFile;\r
-\r
-Q_EXTERN int c_visible, c_occluded;\r
-Q_EXTERN int c_subsampled; /* ydnar */\r
-\r
-Q_EXTERN int defaultLightSubdivide Q_ASSIGN( 999 );\r
-\r
-Q_EXTERN vec3_t ambientColor;\r
-Q_EXTERN vec3_t minLight, minVertexLight, minGridLight;\r
-\r
-Q_EXTERN int *entitySurface;\r
-Q_EXTERN vec3_t *surfaceOrigin;\r
-\r
-Q_EXTERN vec3_t sunDirection;\r
-Q_EXTERN vec3_t sunLight;\r
-\r
-/* tracing */\r
-Q_EXTERN int c_totalTrace;\r
-Q_EXTERN int c_cullTrace, c_testTrace;\r
-Q_EXTERN int c_testFacets;\r
-\r
-/* ydnar: light optimization */\r
-Q_EXTERN float subdivideThreshold Q_ASSIGN( DEFAULT_SUBDIVIDE_THRESHOLD );\r
-\r
-Q_EXTERN int numOpaqueBrushes, maxOpaqueBrush;\r
-Q_EXTERN byte *opaqueBrushes;\r
-\r
-Q_EXTERN int numLights;\r
-Q_EXTERN int numCulledLights;\r
-\r
-Q_EXTERN int gridBoundsCulled;\r
-Q_EXTERN int gridEnvelopeCulled;\r
-\r
-Q_EXTERN int lightsBoundsCulled;\r
-Q_EXTERN int lightsEnvelopeCulled;\r
-Q_EXTERN int lightsPlaneCulled;\r
-Q_EXTERN int lightsClusterCulled;\r
-\r
-/* ydnar: radiosity */\r
-Q_EXTERN float diffuseSubdivide Q_ASSIGN( 256.0f );\r
-Q_EXTERN float minDiffuseSubdivide Q_ASSIGN( 64.0f );\r
-Q_EXTERN int numDiffuseSurfaces Q_ASSIGN( 0 );\r
-\r
-/* ydnar: list of surface information necessary for lightmap calculation */\r
-Q_EXTERN surfaceInfo_t *surfaceInfos Q_ASSIGN( NULL );\r
-\r
-/* ydnar: sorted list of surfaces */\r
-Q_EXTERN int *sortSurfaces Q_ASSIGN( NULL );\r
-\r
-/* clumps of surfaces that share a raw lightmap */\r
-Q_EXTERN int numLightSurfaces Q_ASSIGN( 0 );\r
-Q_EXTERN int *lightSurfaces Q_ASSIGN( NULL );\r
-\r
-/* raw lightmaps */\r
-Q_EXTERN int numRawSuperLuxels Q_ASSIGN( 0 );\r
-Q_EXTERN int numRawLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN rawLightmap_t *rawLightmaps Q_ASSIGN( NULL );\r
-Q_EXTERN int *sortLightmaps Q_ASSIGN( NULL );\r
-\r
-/* vertex luxels */\r
-Q_EXTERN float *vertexLuxels[ MAX_LIGHTMAPS ];\r
-Q_EXTERN float *radVertexLuxels[ MAX_LIGHTMAPS ];\r
-\r
-/* bsp lightmaps */\r
-Q_EXTERN int numLightmapShaders Q_ASSIGN( 0 );\r
-Q_EXTERN int numOutLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN int numBSPLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN int numExtLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN outLightmap_t *outLightmaps Q_ASSIGN( NULL );\r
-\r
-/* grid points */\r
-Q_EXTERN int numRawGridPoints Q_ASSIGN( 0 );\r
-Q_EXTERN rawGridPoint_t *rawGridPoints Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int numSurfsVertexLit Q_ASSIGN( 0 );\r
-Q_EXTERN int numSurfsVertexForced Q_ASSIGN( 0 );\r
-Q_EXTERN int numSurfsVertexApproximated Q_ASSIGN( 0 );\r
-Q_EXTERN int numSurfsLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int numPlanarsLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int numNonPlanarsLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int numPatchesLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int numPlanarPatchesLightmapped Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN int numLuxels Q_ASSIGN( 0 );\r
-Q_EXTERN int numLuxelsMapped Q_ASSIGN( 0 );\r
-Q_EXTERN int numLuxelsOccluded Q_ASSIGN( 0 );\r
-Q_EXTERN int numLuxelsIlluminated Q_ASSIGN( 0 );\r
-Q_EXTERN int numVertsIlluminated Q_ASSIGN( 0 );\r
-\r
-/* lightgrid */\r
-Q_EXTERN vec3_t gridMins;\r
-Q_EXTERN int gridBounds[ 3 ];\r
-Q_EXTERN vec3_t gridSize\r
-#ifndef MAIN_C\r
- ;\r
-#else\r
- = { 64, 64, 128 };\r
-#endif\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-abstracted bsp globals\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-Q_EXTERN int numEntities Q_ASSIGN( 0 );\r
-Q_EXTERN int numBSPEntities Q_ASSIGN( 0 );\r
-Q_EXTERN entity_t entities[ MAX_MAP_ENTITIES ];\r
-\r
-Q_EXTERN int numBSPModels Q_ASSIGN( 0 );\r
-Q_EXTERN bspModel_t bspModels[ MAX_MAP_MODELS ];\r
-\r
-Q_EXTERN int numBSPShaders Q_ASSIGN( 0 );\r
-Q_EXTERN bspShader_t bspShaders[ MAX_MAP_MODELS ];\r
-\r
-Q_EXTERN int bspEntDataSize Q_ASSIGN( 0 );\r
-Q_EXTERN char bspEntData[ MAX_MAP_ENTSTRING ];\r
-\r
-Q_EXTERN int numBSPLeafs Q_ASSIGN( 0 );\r
-Q_EXTERN bspLeaf_t bspLeafs[ MAX_MAP_LEAFS ];\r
-\r
-Q_EXTERN int numBSPPlanes Q_ASSIGN( 0 );\r
-Q_EXTERN bspPlane_t bspPlanes[ MAX_MAP_PLANES ];\r
-\r
-Q_EXTERN int numBSPNodes Q_ASSIGN( 0 );\r
-Q_EXTERN bspNode_t bspNodes[ MAX_MAP_NODES ];\r
-\r
-Q_EXTERN int numBSPLeafSurfaces Q_ASSIGN( 0 );\r
-Q_EXTERN int bspLeafSurfaces[ MAX_MAP_LEAFFACES ];\r
-\r
-Q_EXTERN int numBSPLeafBrushes Q_ASSIGN( 0 );\r
-Q_EXTERN int bspLeafBrushes[ MAX_MAP_LEAFBRUSHES ];\r
-\r
-Q_EXTERN int numBSPBrushes Q_ASSIGN( 0 );\r
-Q_EXTERN bspBrush_t bspBrushes[ MAX_MAP_BRUSHES ];\r
-\r
-Q_EXTERN int numBSPBrushSides Q_ASSIGN( 0 );\r
-Q_EXTERN bspBrushSide_t bspBrushSides[ MAX_MAP_BRUSHSIDES ];\r
-\r
-Q_EXTERN int numBSPLightBytes Q_ASSIGN( 0 );\r
-Q_EXTERN byte *bspLightBytes Q_ASSIGN( NULL );\r
-\r
-//% Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 );\r
-//% Q_EXTERN byte *bspGridPoints Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 );\r
-Q_EXTERN bspGridPoint_t *bspGridPoints Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int numBSPVisBytes Q_ASSIGN( 0 );\r
-Q_EXTERN byte bspVisBytes[ MAX_MAP_VISIBILITY ];\r
-\r
-Q_EXTERN int numBSPDrawVerts Q_ASSIGN( 0 );\r
-Q_EXTERN bspDrawVert_t *bspDrawVerts Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int numBSPDrawIndexes Q_ASSIGN( 0 );\r
-Q_EXTERN int bspDrawIndexes[ MAX_MAP_DRAW_INDEXES ];\r
-\r
-Q_EXTERN int numBSPDrawSurfaces Q_ASSIGN( 0 );\r
-Q_EXTERN bspDrawSurface_t *bspDrawSurfaces Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int numBSPFogs Q_ASSIGN( 0 );\r
-Q_EXTERN bspFog_t bspFogs[ MAX_MAP_FOGS ];\r
-\r
-\r
-\r
-/* end marker */\r
-#endif\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant 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. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#ifndef Q3MAP2_H
+#define Q3MAP2_H
+
+
+
+/* version */
+#define Q3MAP_VERSION "2.5.11"
+#define Q3MAP_MOTD "A well-oiled toaster oven"
+
+
+
+/* -------------------------------------------------------------------------------
+
+dependencies
+
+------------------------------------------------------------------------------- */
+
+/* platform-specific */
+#if defined( __linux__ ) || defined( __APPLE__ )
+ #define Q_UNIX
+#endif
+
+#ifdef Q_UNIX
+ #include <unistd.h>
+ #include <pwd.h>
+ #include <limits.h>
+#endif
+
+#ifdef _WIN32
+ #include <windows.h>
+#endif
+
+
+/* general */
+#include "version.h" /* ttimo: might want to guard that if built outside of the GtkRadiant tree */
+
+#include "cmdlib.h"
+#include "mathlib.h"
+#include "md5lib.h"
+#include "ddslib.h"
+
+#include "picomodel.h"
+
+#include "scriplib.h"
+#include "polylib.h"
+#include "imagelib.h"
+#include "qthreads.h"
+#include "inout.h"
+#include "vfs.h"
+#include "png.h"
+#include "radiant_jpeglib.h"
+
+#include <stdlib.h>
+
+
+
+/* -------------------------------------------------------------------------------
+
+port-related hacks
+
+------------------------------------------------------------------------------- */
+
+#define MAC_STATIC_HACK 0
+#if defined( __APPLE__ ) && MAC_STATIC_HACK
+ #define MAC_STATIC static
+#else
+ #define MAC_STATIC
+#endif
+
+#if 1
+ #ifdef _WIN32
+ #define Q_stricmp stricmp
+ #define Q_strncasecmp strnicmp
+ #else
+ #define Q_stricmp strcasecmp
+ #define Q_strncasecmp strncasecmp
+ #endif
+#endif
+
+/* macro version */
+#define VectorMA( a, s, b, c ) ((c)[ 0 ] = (a)[ 0 ] + (s) * (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] + (s) * (b)[ 1 ], (c)[ 2 ] = (a)[ 2 ] + (s) * (b)[ 2 ])
+
+
+
+/* -------------------------------------------------------------------------------
+
+constants
+
+------------------------------------------------------------------------------- */
+
+/* general */
+#define MAX_QPATH 64
+
+#define MAX_IMAGES 512
+#define DEFAULT_IMAGE "*default"
+
+#define MAX_MODELS 512
+
+#define DEF_BACKSPLASH_FRACTION 0.05f /* 5% backsplash by default */
+#define DEF_BACKSPLASH_DISTANCE 23
+
+#define DEF_RADIOSITY_BOUNCE 1.0f /* ydnar: default to 100% re-emitted light */
+
+#define MAX_SHADER_INFO 8192
+#define MAX_CUST_SURFACEPARMS 64
+
+#define SHADER_MAX_VERTEXES 1000
+#define SHADER_MAX_INDEXES (6 * SHADER_MAX_VERTEXES)
+
+#define MAX_JITTERS 256
+
+
+/* epair parsing (note case-sensitivity directive) */
+#define CASE_INSENSITIVE_EPAIRS 1
+
+#if CASE_INSENSITIVE_EPAIRS
+ #define EPAIR_STRCMP Q_stricmp
+#else
+ #define EPAIR_STRCMP strcmp
+#endif
+
+
+/* ydnar: compiler flags, because games have widely varying content/surface flags */
+#define C_SOLID 0x00000001
+#define C_TRANSLUCENT 0x00000002
+#define C_STRUCTURAL 0x00000004
+#define C_HINT 0x00000008
+#define C_NODRAW 0x00000010
+#define C_LIGHTGRID 0x00000020
+#define C_ALPHASHADOW 0x00000040
+#define C_LIGHTFILTER 0x00000080
+#define C_VERTEXLIT 0x00000100
+#define C_LIQUID 0x00000200
+#define C_FOG 0x00000400
+#define C_SKY 0x00000800
+#define C_ORIGIN 0x00001000
+#define C_AREAPORTAL 0x00002000
+#define C_ANTIPORTAL 0x00004000 /* like hint, but doesn't generate portals */
+#define C_SKIP 0x00008000 /* like hint, but skips this face (doesn't split bsp) */
+#define C_NOMARKS 0x00010000 /* no decals */
+
+#define C_DETAIL 0x08000000 /* THIS MUST BE THE SAME AS IN RADIANT! */
+
+
+/* shadow flags */
+#define WORLDSPAWN_CAST_SHADOWS 1
+#define WORLDSPAWN_RECV_SHADOWS 1
+#define ENTITY_CAST_SHADOWS 0
+#define ENTITY_RECV_SHADOWS 1
+
+
+/* bsp */
+#define MAX_PATCH_SIZE 32
+#define MAX_BRUSH_SIDES 1024
+#define MAX_BUILD_SIDES 300
+
+#define MAX_EXPANDED_AXIS 128
+
+#define CLIP_EPSILON 0.1f
+#define PLANESIDE_EPSILON 0.001f
+#define PLANENUM_LEAF -1
+
+#define HINT_PRIORITY 1000 /* ydnar: force hint splits first and antiportal/areaportal splits last */
+#define ANTIPORTAL_PRIORITY -1000
+#define AREAPORTAL_PRIORITY -1000
+
+#define PSIDE_FRONT 1
+#define PSIDE_BACK 2
+#define PSIDE_BOTH (PSIDE_FRONT | PSIDE_BACK)
+#define PSIDE_FACING 4
+
+#define BPRIMIT_UNDEFINED 0
+#define BPRIMIT_OLDBRUSHES 1
+#define BPRIMIT_NEWBRUSHES 2
+
+
+/* vis */
+#define VIS_HEADER_SIZE 8
+
+#define SEPERATORCACHE /* seperator caching helps a bit */
+
+#define PORTALFILE "PRT1"
+
+#define MAX_PORTALS 32768
+#define MAX_SEPERATORS MAX_POINTS_ON_WINDING
+#define MAX_POINTS_ON_FIXED_WINDING 24 /* ydnar: increased this from 12 at the expense of more memory */
+#define MAX_PORTALS_ON_LEAF 128
+
+
+/* light */
+#define EMIT_POINT 0
+#define EMIT_AREA 1
+#define EMIT_SPOT 2
+#define EMIT_SUN 3
+
+#define LIGHT_ATTEN_LINEAR 1
+#define LIGHT_ATTEN_ANGLE 2
+#define LIGHT_ATTEN_DISTANCE 4
+#define LIGHT_TWOSIDED 8
+#define LIGHT_GRID 16
+#define LIGHT_SURFACES 32
+#define LIGHT_DARK 64 /* probably never use this */
+#define LIGHT_FAST 256
+#define LIGHT_FAST_TEMP 512
+#define LIGHT_FAST_ACTUAL (LIGHT_FAST | LIGHT_FAST_TEMP)
+#define LIGHT_NEGATIVE 1024
+
+#define LIGHT_SUN_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_GRID | LIGHT_SURFACES)
+#define LIGHT_AREA_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES) /* q3a and wolf are the same */
+#define LIGHT_Q3A_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)
+#define LIGHT_WOLF_DEFAULT (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)
+
+#define MAX_TRACE_TEST_NODES 256
+#define DEFAULT_INHIBIT_RADIUS 1.5f
+
+#define LUXEL_EPSILON 0.125f
+#define VERTEX_EPSILON -0.125f
+#define GRID_EPSILON 0.0f
+
+#define DEFAULT_LIGHTMAP_SAMPLE_SIZE 16
+#define DEFAULT_LIGHTMAP_SAMPLE_OFFSET 1.0f
+#define DEFAULT_SUBDIVIDE_THRESHOLD 1.0f
+
+#define EXTRA_SCALE 2 /* -extrawide = -super 2 */
+#define EXTRAWIDE_SCALE 2 /* -extrawide = -super 2 -filter */
+
+#define CLUSTER_UNMAPPED -1
+#define CLUSTER_OCCLUDED -2
+#define CLUSTER_FLOODED -3
+
+#define VERTEX_LUXEL_SIZE 3
+#define BSP_LUXEL_SIZE 3
+#define RAD_LUXEL_SIZE 3
+#define SUPER_LUXEL_SIZE 4
+#define SUPER_ORIGIN_SIZE 3
+#define SUPER_NORMAL_SIZE 3
+#define SUPER_DELUXEL_SIZE 3
+#define BSP_DELUXEL_SIZE 3
+
+#define VERTEX_LUXEL( s, v ) (vertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))
+#define RAD_VERTEX_LUXEL( s, v )(radVertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))
+#define BSP_LUXEL( s, x, y ) (lm->bspLuxels[ s ] + ((((y) * lm->w) + (x)) * BSP_LUXEL_SIZE))
+#define RAD_LUXEL( s, x, y ) (lm->radLuxels[ s ] + ((((y) * lm->w) + (x)) * RAD_LUXEL_SIZE))
+#define SUPER_LUXEL( s, x, y ) (lm->superLuxels[ s ] + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
+#define SUPER_ORIGIN( x, y ) (lm->superOrigins + ((((y) * lm->sw) + (x)) * SUPER_ORIGIN_SIZE))
+#define SUPER_NORMAL( x, y ) (lm->superNormals + ((((y) * lm->sw) + (x)) * SUPER_NORMAL_SIZE))
+#define SUPER_CLUSTER( x, y ) (lm->superClusters + (((y) * lm->sw) + (x)))
+#define SUPER_DELUXEL( x, y ) (lm->superDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))
+#define BSP_DELUXEL( x, y ) (lm->bspDeluxels + ((((y) * lm->w) + (x)) * BSP_DELUXEL_SIZE))
+
+
+
+/* -------------------------------------------------------------------------------
+
+abstracted bsp file
+
+------------------------------------------------------------------------------- */
+
+#define EXTERNAL_LIGHTMAP "lm_%04d.tga"
+
+#define MAX_LIGHTMAPS 4 /* RBSP */
+#define MAX_LIGHT_STYLES 64
+#define MAX_SWITCHED_LIGHTS 32
+#define LS_NORMAL 0x00
+#define LS_UNUSED 0xFE
+#define LS_NONE 0xFF
+
+#define MAX_LIGHTMAP_SHADERS 256
+
+/* ok to increase these at the expense of more memory */
+#define MAX_MAP_MODELS 0x400
+#define MAX_MAP_BRUSHES 0x8000
+#define MAX_MAP_ENTITIES 0x1000 //% 0x800 /* ydnar */
+#define MAX_MAP_ENTSTRING 0x80000 //% 0x40000 /* ydnar */
+#define MAX_MAP_SHADERS 0x400
+
+#define MAX_MAP_AREAS 0x100 /* MAX_MAP_AREA_BYTES in q_shared must match! */
+#define MAX_MAP_FOGS 30 //& 0x100 /* RBSP (32 - world fog - goggles) */
+#define MAX_MAP_PLANES 0x100000 //% 0x20000 /* ydnar for md */
+#define MAX_MAP_NODES 0x20000
+#define MAX_MAP_BRUSHSIDES 0x100000 //% 0x20000 /* ydnar */
+#define MAX_MAP_LEAFS 0x20000
+#define MAX_MAP_LEAFFACES 0x20000
+#define MAX_MAP_LEAFBRUSHES 0x40000
+#define MAX_MAP_PORTALS 0x20000
+#define MAX_MAP_LIGHTING 0x800000
+#define MAX_MAP_LIGHTGRID 0x100000 //% 0x800000 /* ydnar: set to points, not bytes */
+#define MAX_MAP_VISIBILITY 0x200000
+
+#define MAX_MAP_DRAW_SURFS 0x20000
+#define MAX_MAP_DRAW_VERTS 0x80000
+#define MAX_MAP_DRAW_INDEXES 0x80000
+
+
+/* key / value pair sizes in the entities lump */
+#define MAX_KEY 32
+#define MAX_VALUE 1024
+
+/* the editor uses these predefined yaw angles to orient entities up or down */
+#define ANGLE_UP -1
+#define ANGLE_DOWN -2
+
+#define LIGHTMAP_WIDTH 128
+#define LIGHTMAP_HEIGHT 128
+
+#define MIN_WORLD_COORD (-65536)
+#define MAX_WORLD_COORD (65536)
+#define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)
+
+
+typedef void (*bspFunc)( const char * );
+
+
+typedef struct
+{
+ int offset, length;
+}
+bspLump_t;
+
+
+typedef struct
+{
+ char ident[ 4 ];
+ int version;
+
+ bspLump_t lumps[ 100 ]; /* theoretical maximum # of bsp lumps */
+}
+bspHeader_t;
+
+
+typedef struct
+{
+ float mins[ 3 ], maxs[ 3 ];
+ int firstBSPSurface, numBSPSurfaces;
+ int firstBSPBrush, numBSPBrushes;
+}
+bspModel_t;
+
+
+typedef struct
+{
+ char shader[ MAX_QPATH ];
+ int surfaceFlags;
+ int contentFlags;
+}
+bspShader_t;
+
+
+/* planes x^1 is allways the opposite of plane x */
+
+typedef struct
+{
+ float normal[ 3 ];
+ float dist;
+}
+bspPlane_t;
+
+
+typedef struct
+{
+ int planeNum;
+ int children[ 2 ]; /* negative numbers are -(leafs+1), not nodes */
+ int mins[ 3 ]; /* for frustom culling */
+ int maxs[ 3 ];
+}
+bspNode_t;
+
+
+typedef struct
+{
+ int cluster; /* -1 = opaque cluster (do I still store these?) */
+ int area;
+
+ int mins[ 3 ]; /* for frustum culling */
+ int maxs[ 3 ];
+
+ int firstBSPLeafSurface;
+ int numBSPLeafSurfaces;
+
+ int firstBSPLeafBrush;
+ int numBSPLeafBrushes;
+}
+bspLeaf_t;
+
+
+typedef struct
+{
+ int planeNum; /* positive plane side faces out of the leaf */
+ int shaderNum;
+ int surfaceNum; /* RBSP */
+}
+bspBrushSide_t;
+
+
+typedef struct
+{
+ int firstSide;
+ int numSides;
+ int shaderNum; /* the shader that determines the content flags */
+}
+bspBrush_t;
+
+
+typedef struct
+{
+ char shader[ MAX_QPATH ];
+ int brushNum;
+ int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */
+}
+bspFog_t;
+
+
+typedef struct
+{
+ vec3_t xyz;
+ float st[ 2 ];
+ float lightmap[ MAX_LIGHTMAPS ][ 2 ]; /* RBSP */
+ vec3_t normal;
+ byte color[ MAX_LIGHTMAPS ][ 4 ]; /* RBSP */
+}
+bspDrawVert_t;
+
+
+typedef enum
+{
+ MST_BAD,
+ MST_PLANAR,
+ MST_PATCH,
+ MST_TRIANGLE_SOUP,
+ MST_FLARE,
+ MST_FOLIAGE
+}
+bspSurfaceType_t;
+
+
+typedef struct bspGridPoint_s
+{
+ byte ambient[ MAX_LIGHTMAPS ][ 3 ];
+ byte directed[ MAX_LIGHTMAPS ][ 3 ];
+ byte styles[ MAX_LIGHTMAPS ];
+ byte latLong[ 2 ];
+}
+bspGridPoint_t;
+
+
+typedef struct
+{
+ int shaderNum;
+ int fogNum;
+ int surfaceType;
+
+ int firstVert;
+ int numVerts;
+
+ int firstIndex;
+ int numIndexes;
+
+ byte lightmapStyles[ MAX_LIGHTMAPS ]; /* RBSP */
+ byte vertexStyles[ MAX_LIGHTMAPS ]; /* RBSP */
+ int lightmapNum[ MAX_LIGHTMAPS ]; /* RBSP */
+ int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; /* RBSP */
+ int lightmapWidth, lightmapHeight;
+
+ vec3_t lightmapOrigin;
+ vec3_t lightmapVecs[ 3 ]; /* on patches, [ 0 ] and [ 1 ] are lodbounds */
+
+ int patchWidth;
+ int patchHeight;
+}
+bspDrawSurface_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+general types
+
+------------------------------------------------------------------------------- */
+
+/* ydnar: for smaller structs */
+typedef char qb_t;
+
+
+/* ydnar: for q3map_tcMod */
+typedef float tcMod_t[ 3 ][ 3 ];
+
+
+/* ydnar: for multiple game support */
+typedef struct surfaceParm_s
+{
+ char *name;
+ int contentFlags, contentFlagsClear;
+ int surfaceFlags, surfaceFlagsClear;
+ int compileFlags, compileFlagsClear;
+}
+surfaceParm_t;
+
+
+typedef struct game_s
+{
+ char *arg; /* -game matches this */
+ char *gamePath; /* main game data dir */
+ char *homeBasePath; /* home sub-dir on unix */
+ char *magic; /* magic word for figuring out base path */
+ char *shaderPath; /* shader directory */
+ qboolean wolfLight; /* when true, lights work like wolf q3map */
+ qboolean emitFlares; /* when true, emit flare surfaces */
+ char *flareShader; /* default flare shader (MUST BE SET) */
+ char *bspIdent; /* 4-letter bsp file prefix */
+ int bspVersion; /* BSP version to use */
+ bspFunc load, write; /* load/write function pointers */
+ surfaceParm_t surfaceParms[ 128 ]; /* surfaceparm array */
+}
+game_t;
+
+
+typedef struct image_s
+{
+ char *name, *filename;
+ int refCount;
+ int width, height;
+ byte *pixels;
+}
+image_t;
+
+
+typedef struct sun_s
+{
+ struct sun_s *next;
+ vec3_t direction, color;
+ float photons, deviance, filterRadius;
+ int numSamples;
+}
+sun_t;
+
+
+typedef struct surfaceModel_s
+{
+ struct surfaceModel_s *next;
+ char model[ MAX_QPATH ];
+ float density, odds;
+ float minScale, maxScale;
+ float minAngle, maxAngle;
+ qboolean oriented;
+}
+surfaceModel_t;
+
+
+/* ydnar/sd: foliage stuff for wolf et (engine-supported optimization of the above) */
+typedef struct foliage_s
+{
+ struct foliage_s *next;
+ char model[ MAX_QPATH ];
+ float scale, density, odds;
+ qboolean inverseAlpha;
+}
+foliage_t;
+
+typedef struct foliageInstance_s
+{
+ vec3_t xyz, normal;
+}
+foliageInstance_t;
+
+
+typedef struct remap_s
+{
+ struct remap_s *next;
+ char from[ 1024 ];
+ char to[ MAX_QPATH ];
+}
+remap_t;
+
+
+typedef enum
+{
+ AM_NONE,
+ AM_DOT_PRODUCT
+}
+alphaModType_t;
+
+
+typedef struct alphaMod_s
+{
+ struct alphaMod_s *next;
+ alphaModType_t type;
+ vec_t data[ 16 ];
+}
+alphaMod_t;
+
+
+typedef enum
+{
+ IM_NONE,
+ IM_OPAQUE,
+ IM_MASKED,
+ IM_BLEND
+}
+implicitMap_t;
+
+
+typedef struct shaderInfo_s
+{
+ char shader[ MAX_QPATH ];
+ int surfaceFlags;
+ int contentFlags;
+ int compileFlags;
+ float value; /* light value */
+
+ char backShader[ MAX_QPATH ]; /* for surfaces that generate different front and back passes */
+ char flareShader[ MAX_QPATH ]; /* for light flares */
+ char cloneShader[ MAX_QPATH ]; /* ydnar: for cloning of a surface */
+ char damageShader[ MAX_QPATH ]; /* ydnar: sof2 damage shader name */
+
+ surfaceModel_t *surfaceModel; /* ydnar: for distribution of models */
+ foliage_t *foliage; /* ydnar/splash damage: wolf et foliage */
+
+ float subdivisions; /* from a "tesssize xxx" */
+ float backsplashFraction; /* floating point value, usually 0.05 */
+ float backsplashDistance; /* default 16 */
+ float lightSubdivide; /* default 999 */
+ float lightFilterRadius; /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */
+
+ int lightmapSampleSize; /* lightmap sample size */
+ float lightmapSampleOffset; /* ydnar: lightmap sample offset (default: 1.0) */
+
+ float bounceScale; /* ydnar: radiosity re-emission [0,1.0+] */
+ float offset; /* ydnar: offset in units */
+ float shadeAngleDegrees; /* ydnar: breaking angle for smooth shading (degrees) */
+
+ vec3_t mins, maxs; /* ydnar: for particle studio vertexDeform move support */
+
+ qb_t legacyTerrain; /* ydnar: enable legacy terrain crutches */
+ qb_t indexed; /* ydnar: attempt to use indexmap (terrain alphamap style) */
+ qb_t forceMeta; /* ydnar: force metasurface path */
+ qb_t noClip; /* ydnar: don't clip into bsp, preserve original face winding */
+ qb_t noFast; /* ydnar: supress fast lighting for surfaces with this shader */
+ qb_t invert; /* ydnar: reverse facing */
+ qb_t nonplanar; /* ydnar: for nonplanar meta surface merging */
+ qb_t tcGen; /* ydnar: has explicit texcoord generation */
+ vec3_t vecs[ 2 ]; /* ydnar: explicit texture vectors for [0,1] texture space */
+ tcMod_t mod; /* ydnar: q3map_tcMod matrix for djbob :) */
+ vec3_t lightmapAxis; /* ydnar: explicit lightmap axis projection */
+ alphaMod_t *alphaMod; /* ydnar: q3map_alphaMod support */
+
+ int furNumLayers; /* ydnar: number of fur layers */
+ float furOffset; /* ydnar: offset of each layer */
+ float furFade; /* ydnar: alpha fade amount per layer */
+
+ qb_t splotchFix; /* ydnar: filter splotches on lightmaps */
+
+ qb_t hasPasses; /* false if the shader doesn't define any rendering passes */
+ qb_t globalTexture; /* don't normalize texture repeats */
+ qb_t twoSided; /* cull none */
+ qb_t autosprite; /* autosprite shaders will become point lights instead of area lights */
+ qb_t polygonOffset; /* ydnar: don't face cull this or against this */
+ qb_t patchShadows; /* have patches casting shadows when using -light for this surface */
+ qb_t vertexShadows; /* shadows will be casted at this surface even when vertex lit */
+ qb_t forceSunlight; /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */
+ qb_t notjunc; /* don't use this surface for tjunction fixing */
+ qb_t fogParms; /* ydnar: has fogparms */
+ qb_t noFog; /* ydnar: supress fogging */
+
+ qb_t clipModel; /* ydnar: solid model hack */
+
+ byte styleMarker; /* ydnar: light styles hack */
+
+ float vertexScale; /* vertex light scale */
+
+ char skyParmsImageBase[ MAX_QPATH ]; /* ydnar: for skies */
+
+ char editorImagePath[ MAX_QPATH ]; /* use this image to generate texture coordinates */
+ char lightImagePath[ MAX_QPATH ]; /* use this image to generate color / averageColor */
+ char normalImagePath[ MAX_QPATH ]; /* ydnar: normalmap image for bumpmapping */
+
+ implicitMap_t implicitMap; /* ydnar: enemy territory implicit shaders */
+ char implicitImagePath[ MAX_QPATH ];
+
+ image_t *shaderImage;
+ image_t *lightImage;
+ image_t *normalImage;
+
+ float skyLightValue; /* ydnar */
+ int skyLightIterations; /* ydnar */
+ sun_t *sun; /* ydnar */
+
+ vec3_t color; /* normalized color */
+ vec3_t averageColor;
+ byte lightStyle;
+
+ qb_t lmMergable; /* ydnar */
+ int lmCustomWidth, lmCustomHeight; /* ydnar */
+ float lmGamma; /* ydnar */
+ float lmFilterRadius; /* ydnar: lightmap filtering/blurring radius for this shader (default: 0) */
+
+ int shaderWidth, shaderHeight; /* ydnar */
+ float stFlat[ 2 ];
+
+ vec3_t fogDir; /* ydnar */
+
+ char *shaderText; /* ydnar */
+ qb_t custom;
+ qb_t finished;
+}
+shaderInfo_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+bsp structures
+
+------------------------------------------------------------------------------- */
+
+typedef struct face_s
+{
+ struct face_s *next;
+ int planenum;
+ int priority;
+ qboolean checked;
+ int compileFlags;
+ winding_t *w;
+}
+face_t;
+
+
+typedef struct plane_s
+{
+ vec3_t normal;
+ vec_t dist;
+ int type;
+ struct plane_s *hash_chain;
+}
+plane_t;
+
+
+typedef struct side_s
+{
+ int planenum;
+
+ int outputNum; /* set when the side is written to the file list */
+
+ float texMat[ 2 ][ 3 ]; /* brush primitive texture matrix */
+ float vecs[ 2 ][ 4 ]; /* old-style texture coordinate mapping */
+
+ winding_t *winding;
+ winding_t *visibleHull; /* convex hull of all visible fragments */
+
+ shaderInfo_t *shaderInfo;
+
+ int contentFlags; /* from shaderInfo */
+ int surfaceFlags; /* from shaderInfo */
+ int compileFlags; /* from shaderInfo */
+ int value; /* from shaderInfo */
+
+ qboolean visible; /* choose visble planes first */
+ qboolean bevel; /* don't ever use for bsp splitting, and don't bother making windings for it */
+ qboolean backSide; /* generated side for a q3map_backShader */
+
+ qboolean culled; /* ydnar: face culling */
+}
+side_t;
+
+
+typedef struct sideRef_s
+{
+ struct sideRef_s *next;
+ side_t *side;
+}
+sideRef_t;
+
+
+/* ydnar: generic index mapping for entities (natural extension of terrain texturing) */
+typedef struct indexMap_s
+{
+ int w, h, numLayers;
+ char name[ MAX_QPATH ], shader[ MAX_QPATH ];
+ float offsets[ 256 ];
+ byte *pixels;
+}
+indexMap_t;
+
+
+typedef struct brush_s
+{
+ struct brush_s *next;
+ struct brush_s *original; /* chopped up brushes will reference the originals */
+
+ int entityNum, brushNum;/* editor numbering */
+ int outputNum; /* set when the brush is written to the file list */
+
+ /* ydnar: for shadowcasting entities */
+ int castShadows;
+ int recvShadows;
+
+ shaderInfo_t *contentShader;
+ shaderInfo_t *celShader; /* :) */
+
+ /* ydnar: gs mods */
+ float lightmapScale;
+ vec3_t eMins, eMaxs;
+ indexMap_t *im;
+
+ int contentFlags;
+ int compileFlags; /* ydnar */
+ qboolean detail;
+ qboolean opaque;
+
+ int portalareas[ 2 ];
+
+ vec3_t mins, maxs;
+ int numsides;
+
+ side_t sides[ 6 ]; /* variably sized */
+}
+brush_t;
+
+
+typedef struct fog_s
+{
+ shaderInfo_t *si;
+ brush_t *brush;
+ int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */
+}
+fog_t;
+
+
+typedef struct
+{
+ int width, height;
+ bspDrawVert_t *verts;
+}
+mesh_t;
+
+
+typedef struct parseMesh_s
+{
+ struct parseMesh_s *next;
+
+ int entityNum, brushNum; /* ydnar: editor numbering */
+
+ /* ydnar: for shadowcasting entities */
+ int castShadows;
+ int recvShadows;
+
+ mesh_t mesh;
+ shaderInfo_t *shaderInfo;
+ shaderInfo_t *celShader; /* :) */
+
+ /* ydnar: gs mods */
+ float lightmapScale;
+ vec3_t eMins, eMaxs;
+ indexMap_t *im;
+
+ /* grouping */
+ qboolean grouped;
+ float longestCurve;
+ int maxIterations;
+}
+parseMesh_t;
+
+
+/*
+ ydnar: the drawsurf struct was extended to allow for:
+ - non-convex planar surfaces
+ - non-planar brushface surfaces
+ - lightmapped terrain
+ - planar patches
+*/
+
+typedef enum
+{
+ /* ydnar: these match up exactly with bspSurfaceType_t */
+ SURFACE_BAD,
+ SURFACE_FACE,
+ SURFACE_PATCH,
+ SURFACE_TRIANGLES,
+ SURFACE_FLARE,
+ SURFACE_FOLIAGE, /* wolf et */
+
+ /* ydnar: compiler-relevant surface types */
+ SURFACE_FORCED_META,
+ SURFACE_META,
+ SURFACE_FOGHULL,
+ SURFACE_DECAL,
+ SURFACE_SHADER,
+
+ NUM_SURFACE_TYPES
+}
+surfaceType_t;
+
+char *surfaceTypes[ NUM_SURFACE_TYPES ]
+#ifndef MAIN_C
+ ;
+#else
+ =
+ {
+ "SURFACE_BAD",
+ "SURFACE_FACE",
+ "SURFACE_PATCH",
+ "SURFACE_TRIANGLES",
+ "SURFACE_FLARE",
+ "SURFACE_FOLIAGE",
+ "SURFACE_FORCED_META",
+ "SURFACE_META",
+ "SURFACE_FOGHULL",
+ "SURFACE_DECAL",
+ "SURFACE_SHADER"
+ };
+#endif
+
+
+/* ydnar: this struct needs an overhaul (again, heh) */
+typedef struct mapDrawSurface_s
+{
+ surfaceType_t type;
+ qboolean planar;
+ int outputNum; /* ydnar: to match this sort of thing up */
+
+ qboolean fur; /* ydnar: this is kind of a hack, but hey... */
+ qboolean skybox; /* ydnar: yet another fun hack */
+
+ struct mapDrawSurface_s *parent; /* ydnar: for cloned (skybox) surfaces to share lighting data */
+
+ shaderInfo_t *shaderInfo;
+ shaderInfo_t *celShader;
+ brush_t *mapBrush;
+ parseMesh_t *mapMesh;
+ sideRef_t *sideRef;
+
+ int fogNum;
+
+ int numVerts; /* vertexes and triangles */
+ bspDrawVert_t *verts;
+ int numIndexes;
+ int *indexes;
+
+ int planeNum;
+ vec3_t lightmapOrigin; /* also used for flares */
+ vec3_t lightmapVecs[ 3 ]; /* also used for flares */
+ int lightStyle; /* used for flares */
+
+ /* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */
+ float lightmapScale;
+
+ /* ydnar: surface classification */
+ vec3_t mins, maxs;
+ vec3_t lightmapAxis;
+ int sampleSize;
+
+ /* ydnar: shadow group support */
+ int castShadows, recvShadows;
+
+ /* ydnar: texture coordinate range monitoring for hardware with limited texcoord precision (in texel space) */
+ float bias[ 2 ];
+ int texMins[ 2 ], texMaxs[ 2 ], texRange[ 2 ];
+
+ /* ydnar: for patches */
+ float longestCurve;
+ int maxIterations;
+ int patchWidth, patchHeight;
+ vec3_t bounds[ 2 ];
+
+ /* ydnar/sd: for foliage */
+ int numFoliageInstances;
+
+ /* ydnar: editor/useful numbering */
+ int entityNum;
+ int surfaceNum;
+}
+mapDrawSurface_t;
+
+
+typedef struct drawSurfRef_s
+{
+ struct drawSurfRef_s *nextRef;
+ int outputNum;
+}
+drawSurfRef_t;
+
+
+/* ydnar: metasurfaces are constructed from lists of metatriangles so they can be merged in the best way */
+typedef struct metaTriangle_s
+{
+ shaderInfo_t *si;
+ side_t *side;
+ int entityNum, surfaceNum, planeNum, fogNum, sampleSize, castShadows, recvShadows;
+ vec4_t plane;
+ vec3_t lightmapAxis;
+ int indexes[ 3 ];
+}
+metaTriangle_t;
+
+
+typedef struct epair_s
+{
+ struct epair_s *next;
+ char *key, *value;
+}
+epair_t;
+
+
+typedef struct
+{
+ vec3_t origin;
+ brush_t *brushes, *lastBrush;
+ parseMesh_t *patches;
+ int mapEntityNum, firstDrawSurf;
+ int firstBrush, numBrushes; /* only valid during BSP compile */
+ epair_t *epairs;
+}
+entity_t;
+
+
+typedef struct node_s
+{
+ /* both leafs and nodes */
+ int planenum; /* -1 = leaf node */
+ struct node_s *parent;
+ vec3_t mins, maxs; /* valid after portalization */
+ brush_t *volume; /* one for each leaf/node */
+
+ /* nodes only */
+ side_t *side; /* the side that created the node */
+ struct node_s *children[ 2 ];
+ int compileFlags; /* ydnar: hint, antiportal */
+ int tinyportals;
+ vec3_t referencepoint;
+
+ /* leafs only */
+ qboolean opaque; /* view can never be inside */
+ qboolean areaportal;
+ qboolean skybox; /* ydnar: a skybox leaf */
+ qboolean sky; /* ydnar: a sky leaf */
+ int cluster; /* for portalfile writing */
+ int area; /* for areaportals */
+ brush_t *brushlist; /* fragments of all brushes in this leaf */
+ drawSurfRef_t *drawSurfReferences;
+
+ int occupied; /* 1 or greater can reach entity */
+ entity_t *occupant; /* for leak file testing */
+
+ struct portal_s *portals; /* also on nodes during construction */
+}
+node_t;
+
+
+typedef struct portal_s
+{
+ plane_t plane;
+ node_t *onnode; /* NULL = outside box */
+ node_t *nodes[ 2 ]; /* [ 0 ] = front side of plane */
+ struct portal_s *next[ 2 ];
+ winding_t *winding;
+
+ qboolean sidefound; /* false if ->side hasn't been checked */
+ int compileFlags; /* from original face that caused the split */
+ side_t *side; /* NULL = non-visible */
+}
+portal_t;
+
+
+typedef struct
+{
+ node_t *headnode;
+ node_t outside_node;
+ vec3_t mins, maxs;
+}
+tree_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+vis structures
+
+------------------------------------------------------------------------------- */
+
+typedef struct
+{
+ vec3_t normal;
+ float dist;
+}
+visPlane_t;
+
+
+typedef struct
+{
+ int numpoints;
+ vec3_t points[ MAX_POINTS_ON_FIXED_WINDING ]; /* variable sized */
+}
+fixedWinding_t;
+
+
+typedef struct passage_s
+{
+ struct passage_s *next;
+ byte cansee[ 1 ]; /* all portals that can be seen through this passage */
+} passage_t;
+
+
+typedef enum
+{
+ stat_none,
+ stat_working,
+ stat_done
+}
+vstatus_t;
+
+
+typedef struct
+{
+ int num;
+ qboolean hint; /* true if this portal was created from a hint splitter */
+ qboolean removed;
+ visPlane_t plane; /* normal pointing into neighbor */
+ int leaf; /* neighbor */
+
+ vec3_t origin; /* for fast clip testing */
+ float radius;
+
+ fixedWinding_t *winding;
+ vstatus_t status;
+ byte *portalfront; /* [portals], preliminary */
+ byte *portalflood; /* [portals], intermediate */
+ byte *portalvis; /* [portals], final */
+
+ int nummightsee; /* bit count on portalflood for sort */
+ passage_t *passages; /* there are just as many passages as there */
+ /* are portals in the leaf this portal leads */
+}
+vportal_t;
+
+
+typedef struct leaf_s
+{
+ int numportals;
+ int merged;
+ vportal_t *portals[MAX_PORTALS_ON_LEAF];
+}
+leaf_t;
+
+
+typedef struct pstack_s
+{
+ byte mightsee[ MAX_PORTALS / 8 ];
+ struct pstack_s *next;
+ leaf_t *leaf;
+ vportal_t *portal; /* portal exiting */
+ fixedWinding_t *source;
+ fixedWinding_t *pass;
+
+ fixedWinding_t windings[ 3 ]; /* source, pass, temp in any order */
+ int freewindings[ 3 ];
+
+ visPlane_t portalplane;
+ int depth;
+#ifdef SEPERATORCACHE
+ visPlane_t seperators[ 2 ][ MAX_SEPERATORS ];
+ int numseperators[ 2 ];
+#endif
+}
+pstack_t;
+
+
+typedef struct
+{
+ vportal_t *base;
+ int c_chains;
+ pstack_t pstack_head;
+}
+threaddata_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+light structures
+
+------------------------------------------------------------------------------- */
+
+/* ydnar: new light struct with flags */
+typedef struct light_s
+{
+ struct light_s *next;
+
+ int type;
+ int flags; /* ydnar: condensed all the booleans into one flags int */
+ shaderInfo_t *si;
+
+ vec3_t origin;
+ vec3_t normal; /* for surfaces, spotlights, and suns */
+ float dist; /* plane location along normal */
+
+ float photons;
+ int style;
+ vec3_t color;
+ float radiusByDist; /* for spotlights */
+ float fade; /* ydnar: from wolf, for linear lights */
+ float angleScale; /* ydnar: stolen from vlight for K */
+
+ float add; /* ydnar: used for area lights */
+ float envelope; /* ydnar: units until falloff < tolerance */
+ float envelope2; /* ydnar: envelope squared (tiny optimization) */
+ vec3_t mins, maxs; /* ydnar: pvs envelope */
+ int cluster; /* ydnar: cluster light falls into */
+
+ winding_t *w;
+ vec3_t emitColor; /* full out-of-gamut value */
+
+ float falloffTolerance; /* ydnar: minimum attenuation threshold */
+ float filterRadius; /* ydnar: lightmap filter radius in world units, 0 == default */
+}
+light_t;
+
+
+typedef struct
+{
+ /* constant input */
+ qboolean testOcclusion, forceSunlight, testAll;
+ int recvShadows;
+
+ int numSurfaces;
+ int *surfaces;
+
+ int numLights;
+ light_t **lights;
+
+ qboolean twoSided;
+
+ /* per-sample input */
+ int cluster;
+ vec3_t origin, normal;
+ vec_t inhibitRadius; /* sphere in which occluding geometry is ignored */
+
+ /* per-light input */
+ light_t *light;
+ vec3_t end;
+
+ /* calculated input */
+ vec3_t displacement, direction;
+ vec_t distance;
+
+ /* input and output */
+ vec3_t color; /* starts out at full color, may be reduced if transparent surfaces are crossed */
+
+ /* output */
+ int compileFlags; /* for determining surface compile flags traced through */
+ qboolean passSolid;
+ qboolean opaque;
+
+ /* working data */
+ int numTestNodes;
+ int testNodes[ MAX_TRACE_TEST_NODES ];
+}
+trace_t;
+
+
+
+/* must be identical to bspDrawVert_t except for float color! */
+typedef struct
+{
+ vec3_t xyz;
+ float st[ 2 ];
+ float lightmap[ MAX_LIGHTMAPS ][ 2 ];
+ vec3_t normal;
+ float color[ MAX_LIGHTMAPS ][ 4 ];
+}
+radVert_t;
+
+
+typedef struct
+{
+ int numVerts;
+ radVert_t verts[ MAX_POINTS_ON_WINDING ];
+}
+radWinding_t;
+
+
+/* crutch for poor local allocations in win32 smp */
+typedef struct
+{
+ vec_t dists[ MAX_POINTS_ON_WINDING + 4 ];
+ int sides[ MAX_POINTS_ON_WINDING + 4 ];
+}
+clipWork_t;
+
+
+/* ydnar: new lightmap handling code */
+typedef struct outLightmap_s
+{
+ int lightmapNum, extLightmapNum;
+ int customWidth, customHeight;
+ int numLightmaps;
+ int freeLuxels;
+ int numShaders;
+ shaderInfo_t *shaders[ MAX_LIGHTMAP_SHADERS ];
+ byte *lightBits;
+ byte *bspLightBytes;
+ byte *bspDirBytes;
+}
+outLightmap_t;
+
+
+typedef struct rawLightmap_s
+{
+ qboolean finished, splotchFix, wrap[ 2 ];
+ int customWidth, customHeight;
+ float gamma;
+ float filterRadius;
+
+ int firstLightSurface, numLightSurfaces; /* index into lightSurfaces */
+ int numLightClusters, *lightClusters;
+
+ int sampleSize, actualSampleSize, axisNum;
+ int entityNum;
+ int recvShadows;
+ vec3_t mins, maxs, axis, origin, *vecs;
+ float *plane;
+ int w, h, sw, sh, used;
+
+ int numStyledTwins;
+ struct rawLightmap_s *twins[ MAX_LIGHTMAPS ];
+
+ int outLightmapNums[ MAX_LIGHTMAPS ];
+ int twinNums[ MAX_LIGHTMAPS ];
+ int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ];
+ byte styles[ MAX_LIGHTMAPS ];
+ float *bspLuxels[ MAX_LIGHTMAPS ];
+ float *radLuxels[ MAX_LIGHTMAPS ];
+ float *superLuxels[ MAX_LIGHTMAPS ];
+ float *superOrigins;
+ float *superNormals;
+ int *superClusters;
+
+ float *superDeluxels; /* average light direction */
+ float *bspDeluxels;
+}
+rawLightmap_t;
+
+
+typedef struct rawGridPoint_s
+{
+ vec3_t ambient[ MAX_LIGHTMAPS ];
+ vec3_t directed[ MAX_LIGHTMAPS ];
+ vec3_t dir;
+ byte styles[ MAX_LIGHTMAPS ];
+}
+rawGridPoint_t;
+
+
+typedef struct surfaceInfo_s
+{
+ bspModel_t *model;
+ shaderInfo_t *si;
+ rawLightmap_t *lm;
+ int parentSurfaceNum, childSurfaceNum;
+ int entityNum, castShadows, recvShadows, sampleSize, patchIterations;
+ float longestCurve;
+ float *plane;
+ vec3_t axis, mins, maxs;
+ qboolean hasLightmap, approximated;
+ int firstSurfaceCluster, numSurfaceClusters;
+}
+surfaceInfo_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+prototypes
+
+------------------------------------------------------------------------------- */
+
+/* main.c */
+vec_t Random( void );
+int BSPInfo( int count, char **fileNames );
+int ScaleBSPMain( int argc, char **argv );
+int ConvertMain( int argc, char **argv );
+
+
+/* path_init.c */
+void InitPaths( int *argc, char **argv );
+
+
+/* bsp.c */
+int BSPMain( int argc, char **argv );
+
+
+/* convert_map.c */
+int ConvertBSPToMap( char *bspName );
+
+
+/* convert_ase.c */
+int ConvertBSPToASE( char *bspName );
+
+
+/* brush.c */
+sideRef_t *AllocSideRef( side_t *side, sideRef_t *next );
+int CountBrushList( brush_t *brushes );
+brush_t *AllocBrush( int numsides );
+void FreeBrush( brush_t *brushes );
+void FreeBrushList( brush_t *brushes );
+brush_t *CopyBrush( brush_t *brush );
+qboolean BoundBrush( brush_t *brush );
+qboolean CreateBrushWindings( brush_t *brush );
+brush_t *BrushFromBounds( vec3_t mins, vec3_t maxs );
+vec_t BrushVolume( brush_t *brush );
+void WriteBSPBrushMap( char *name, brush_t *list );
+
+void FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree );
+void FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree );
+
+int BoxOnPlaneSide( vec3_t mins, vec3_t maxs, plane_t *plane );
+qboolean WindingIsTiny( winding_t *w );
+
+void SplitBrush( brush_t *brush, int planenum, brush_t **front, brush_t **back);
+
+tree_t *AllocTree( void );
+node_t *AllocNode( void );
+
+
+/* mesh.c */
+void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out );
+void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out );
+void FreeMesh( mesh_t *m );
+mesh_t *CopyMesh( mesh_t *mesh );
+void PrintMesh( mesh_t *m );
+mesh_t *TransposeMesh( mesh_t *in );
+void InvertMesh( mesh_t *m );
+mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength );
+int IterationsForCurve( float len, int subdivisions );
+mesh_t *SubdivideMesh2( mesh_t in, int iterations );
+mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable );
+mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in );
+void MakeMeshNormals( mesh_t in );
+void PutMeshOnCurve( mesh_t in );
+
+void MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up );
+
+
+/* map.c */
+void LoadMapFile( char *filename, qboolean onlyLights );
+int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points );
+int PlaneTypeForNormal( vec3_t normal );
+void AddBrushBevels( void );
+brush_t *FinishBrush( void );
+
+
+/* portals.c */
+void MakeHeadnodePortals( tree_t *tree );
+void MakeNodePortal( node_t *node );
+void SplitNodePortals( node_t *node );
+
+qboolean PortalPassable( portal_t *p );
+
+qboolean FloodEntities( tree_t *tree );
+void FillOutside( node_t *headnode);
+void FloodAreas( tree_t *tree);
+face_t *VisibleFaces( entity_t *e, tree_t *tree );
+void FreePortal( portal_t *p );
+
+void MakeTreePortals( tree_t *tree );
+
+
+/* leakfile.c */
+xmlNodePtr LeakFile( tree_t *tree );
+
+
+/* prtfile.c */
+void NumberClusters( tree_t *tree );
+void WritePortalFile( tree_t *tree );
+
+
+/* writebsp.c */
+void SetModelNumbers( void );
+void SetLightStyles( void );
+
+int EmitShader( const char *shader, int *contentFlags, int *surfaceFlags );
+
+void BeginBSPFile( void );
+void EndBSPFile( void );
+void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes );
+void EmitFogs( void );
+
+void BeginModel( void );
+void EndModel( entity_t *e, node_t *headnode );
+
+
+/* tree.c */
+void FreeTree( tree_t *tree );
+void FreeTree_r( node_t *node );
+void PrintTree_r( node_t *node, int depth );
+void FreeTreePortals_r( node_t *node );
+
+
+/* patch.c */
+void ParsePatch( qboolean onlyLights );
+mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength );
+void PatchMapDrawSurfs( entity_t *e );
+
+
+/* tjunction.c */
+void FixTJunctions( entity_t *e );
+
+
+/* fog.c */
+winding_t *WindingFromDrawSurf( mapDrawSurface_t *ds );
+void FogDrawSurfaces( entity_t *e );
+int FogForPoint( vec3_t point, float epsilon );
+int FogForBounds( vec3_t mins, vec3_t maxs, float epsilon );
+void CreateMapFogs( void );
+
+
+/* facebsp.c */
+face_t *MakeStructuralBSPFaceList( brush_t *list );
+face_t *MakeVisibleBSPFaceList( brush_t *list );
+tree_t *FaceBSP( face_t *list );
+
+
+/* model.c */
+void PicoPrintFunc( int level, const char *str );
+void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize );
+picoModel_t *FindModel( char *name, int frame );
+picoModel_t *LoadModel( char *name, int frame );
+void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale );
+void AddTriangleModels( entity_t *e );
+
+
+/* surface.c */
+mapDrawSurface_t *AllocDrawSurface( surfaceType_t type );
+void FinishSurface( mapDrawSurface_t *ds );
+void StripFaceSurface( mapDrawSurface_t *ds );
+qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds );
+qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis );
+void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds );
+void ClassifyEntitySurfaces( entity_t *e );
+void TidyEntitySurfaces( entity_t *e );
+mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si );
+mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si );
+qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c );
+void ClearSurface( mapDrawSurface_t *ds );
+void AddEntitySurfaceModels( entity_t *e );
+mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w );
+mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh );
+mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle );
+mapDrawSurface_t *DrawSurfaceForShader( char *shader );
+void ClipSidesIntoTree( entity_t *e, tree_t *tree );
+void MakeDebugPortalSurfs( tree_t *tree );
+void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader );
+void SubdivideFaceSurfaces( entity_t *e, tree_t *tree );
+void AddEntitySurfaceModels( entity_t *e );
+int AddSurfaceModels( mapDrawSurface_t *ds );
+void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree );
+
+
+/* surface_fur.c */
+void Fur( mapDrawSurface_t *src );
+
+
+/* surface_foliage.c */
+void Foliage( mapDrawSurface_t *src );
+
+
+/* ydnar: surface_meta.c */
+void ClearMetaTriangles( void );
+int FindMetaTriangle( metaTriangle_t *src, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c, int planeNum );
+void MakeEntityMetaTriangles( entity_t *e );
+void FixMetaTJunctions( void );
+void SmoothMetaTriangles( void );
+void MergeMetaTriangles( void );
+
+
+/* surface_extra.c */
+void SetDefaultSampleSize( int sampleSize );
+
+void SetSurfaceExtra( mapDrawSurface_t *ds, int num );
+
+shaderInfo_t *GetSurfaceExtraShaderInfo( int num );
+int GetSurfaceExtraParentSurfaceNum( int num );
+int GetSurfaceExtraEntityNum( int num );
+int GetSurfaceExtraCastShadows( int num );
+int GetSurfaceExtraRecvShadows( int num );
+int GetSurfaceExtraSampleSize( int num );
+float GetSurfaceExtraLongestCurve( int num );
+void GetSurfaceExtraLightmapAxis( int num, vec3_t lightmapAxis );
+
+void WriteSurfaceExtraFile( const char *path );
+void LoadSurfaceExtraFile( const char *path );
+
+
+/* decals.c */
+void ProcessDecals( void );
+void MakeEntityDecals( entity_t *e );
+
+
+/* brush_primit.c */
+void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY);
+
+
+/* vis.c */
+fixedWinding_t *NewFixedWinding( int points );
+int VisMain( int argc, char **argv );
+
+/* visflow.c */
+int CountBits( byte *bits, int numbits );
+void PassageFlow( int portalnum );
+void CreatePassages( int portalnum );
+void PassageMemory( void );
+void BasePortalVis( int portalnum );
+void BetterPortalVis( int portalnum );
+void PortalFlow( int portalnum );
+void PassagePortalFlow( int portalnum );
+
+
+
+/* light.c */
+float PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w );
+int LightContributionToSample( trace_t *trace );
+void LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] );
+int LightContributionToPoint( trace_t *trace );
+int LightMain( int argc, char **argv );
+
+
+/* light_trace.c */
+void SetupTraceNodes( void );
+void TraceLine( trace_t *trace );
+float SetupTrace( trace_t *trace );
+
+
+/* light_bounce.c */
+qboolean RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] );
+void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
+void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
+void RadCreateDiffuseLights( void );
+void RadFreeLights();
+
+
+/* light_ydnar.c */
+void ColorToBytes( const float *color, byte *colorBytes, float scale );
+void SmoothNormals( void );
+
+void MapRawLightmap( int num );
+void IlluminateRawLightmap( int num );
+void IlluminateVertexes( int num );
+
+void SetupBrushes( void );
+void SetupClusters( void );
+qboolean ClusterVisible( int a, int b );
+qboolean ClusterVisibleToPoint( vec3_t point, int cluster );
+int ClusterForPoint( vec3_t point );
+int ClusterForPointExt( vec3_t point, float epsilon );
+int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters );
+int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags );
+void SetupEnvelopes( qboolean forGrid, qboolean fastFlag );
+void FreeTraceLights( trace_t *trace );
+void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace );
+void CreateTraceLightsForSurface( int num, trace_t *trace );
+
+
+/* lightmaps_ydnar.c */
+void ExportLightmaps( void );
+
+int ExportLightmapsMain( int argc, char **argv );
+int ImportLightmapsMain( int argc, char **argv );
+
+void SetupSurfaceLightmaps( void );
+void StitchSurfaceLightmaps( void );
+void StoreSurfaceLightmaps( void );
+
+
+/* image.c */
+void ImageFree( image_t *image );
+image_t *ImageFind( const char *filename );
+image_t *ImageLoad( const char *filename );
+
+
+/* shaders.c */
+void AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts );
+
+void TcMod( tcMod_t mod, float st[ 2 ] );
+void TcModIdentity( tcMod_t mod );
+void TcModMultiply( tcMod_t a, tcMod_t b, tcMod_t out );
+void TcModTranslate( tcMod_t mod, float s, float t );
+void TcModScale( tcMod_t mod, float s, float t );
+void TcModRotate( tcMod_t mod, float euler );
+
+qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags );
+
+void BeginMapShaderFile( const char *mapFile );
+void WriteMapShaderFile( void );
+shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace );
+void EmitVertexRemapShader( char *from, char *to );
+
+void LoadShaderInfo( void );
+shaderInfo_t *ShaderInfoForShader( const char *shader );
+
+
+/* bspfile_abstract.c */
+void SetGridPoints( int n );
+void SetDrawVerts( int n );
+void IncDrawVerts();
+void SetDrawSurfaces(int n);
+void SetDrawSurfacesBuffer();
+void BSPFilesCleanup();
+
+void SwapBlock( int *block, int size );
+
+int GetLumpElements( bspHeader_t *header, int lump, int size );
+void *GetLump( bspHeader_t *header, int lump );
+int CopyLump( bspHeader_t *header, int lump, void *dest, int size );
+void AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length );
+
+void LoadBSPFile( const char *filename );
+void WriteBSPFile( const char *filename );
+void PrintBSPFileSizes( void );
+
+epair_t *ParseEPair( void );
+void ParseEntities( void );
+void UnparseEntities( void );
+void PrintEntity( const entity_t *ent );
+void SetKeyValue( entity_t *ent, const char *key, const char *value );
+const char *ValueForKey( const entity_t *ent, const char *key );
+int IntForKey( const entity_t *ent, const char *key );
+vec_t FloatForKey( const entity_t *ent, const char *key );
+void GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec );
+entity_t *FindTargetEntity( const char *target );
+void GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows );
+
+
+/* bspfile_ibsp.c */
+void LoadIBSPFile( const char *filename );
+void WriteIBSPFile( const char *filename );
+
+
+/* bspfile_rbsp.c */
+void LoadRBSPFile( const char *filename );
+void WriteRBSPFile( const char *filename );
+
+
+
+/* -------------------------------------------------------------------------------
+
+bsp/general global variables
+
+------------------------------------------------------------------------------- */
+
+#ifdef MAIN_C
+ #define Q_EXTERN
+ #define Q_ASSIGN( a ) = a
+#else
+ #define Q_EXTERN extern
+ #define Q_ASSIGN( a )
+#endif
+
+/* game support */
+Q_EXTERN game_t games[]
+#ifndef MAIN_C
+ ;
+#else
+ =
+ {
+ #include "game_quake3.h"
+ ,
+ #include "game_tenebrae.h"
+ ,
+ #include "game_wolf.h"
+ ,
+ #include "game_wolfet.h"/* most be after game_wolf.h as they share defines! */
+ ,
+ #include "game_ef.h"
+ ,
+ #include "game_sof2.h"
+ ,
+ #include "game_jk2.h" /* most be after game_sof2.h as they share defines! */
+ ,
+ #include "game_ja.h" /* most be after game_jk2.h as they share defines! */
+ ,
+ { NULL, NULL, NULL, NULL, NULL, qfalse, 0, 0, NULL } /* null game */
+ };
+#endif
+Q_EXTERN game_t *game Q_ASSIGN( &games[ 0 ] );
+
+
+/* general */
+Q_EXTERN int numImages Q_ASSIGN( 0 );
+Q_EXTERN image_t images[ MAX_IMAGES ];
+
+Q_EXTERN int numPicoModels Q_ASSIGN( 0 );
+Q_EXTERN picoModel_t *picoModels[ MAX_MODELS ];
+
+Q_EXTERN shaderInfo_t *shaderInfo Q_ASSIGN( NULL );
+Q_EXTERN int numShaderInfo Q_ASSIGN( 0 );
+Q_EXTERN int numVertexRemaps Q_ASSIGN( 0 );
+
+Q_EXTERN surfaceParm_t custSurfaceParms[ MAX_CUST_SURFACEPARMS ];
+Q_EXTERN int numCustSurfaceParms Q_ASSIGN( 0 );
+
+Q_EXTERN char mapName[ MAX_QPATH ]; /* ydnar: per-map custom shaders for larger lightmaps */
+Q_EXTERN char mapShaderFile[ 1024 ];
+Q_EXTERN qboolean warnImage Q_ASSIGN( qtrue );
+
+/* ydnar: sinusoid samples */
+Q_EXTERN float jitters[ MAX_JITTERS ];
+
+
+/* commandline arguments */
+Q_EXTERN qboolean verbose;
+Q_EXTERN qboolean verboseEntities Q_ASSIGN( qfalse );
+Q_EXTERN qboolean force Q_ASSIGN( qfalse );
+Q_EXTERN qboolean infoMode Q_ASSIGN( qfalse );
+Q_EXTERN qboolean useCustomInfoParms Q_ASSIGN( qfalse );
+Q_EXTERN qboolean noprune Q_ASSIGN( qfalse );
+Q_EXTERN qboolean leaktest Q_ASSIGN( qfalse );
+Q_EXTERN qboolean nodetail Q_ASSIGN( qfalse );
+Q_EXTERN qboolean nosubdivide Q_ASSIGN( qfalse );
+Q_EXTERN qboolean notjunc Q_ASSIGN( qfalse );
+Q_EXTERN qboolean fulldetail Q_ASSIGN( qfalse );
+Q_EXTERN qboolean nowater Q_ASSIGN( qfalse );
+Q_EXTERN qboolean noCurveBrushes Q_ASSIGN( qfalse );
+Q_EXTERN qboolean fakemap Q_ASSIGN( qfalse );
+Q_EXTERN qboolean coplanar Q_ASSIGN( qfalse );
+Q_EXTERN qboolean nofog Q_ASSIGN( qfalse );
+Q_EXTERN qboolean noHint Q_ASSIGN( qfalse ); /* ydnar */
+Q_EXTERN qboolean renameModelShaders Q_ASSIGN( qfalse ); /* ydnar */
+Q_EXTERN qboolean skyFixHack Q_ASSIGN( qfalse ); /* ydnar */
+
+Q_EXTERN int patchSubdivisions Q_ASSIGN( 8 ); /* ydnar: -patchmeta subdivisions */
+
+Q_EXTERN int maxSurfaceVerts Q_ASSIGN( 64 ); /* ydnar */
+Q_EXTERN int maxSurfaceIndexes Q_ASSIGN( 1000 ); /* ydnar */
+Q_EXTERN float npDegrees Q_ASSIGN( 0.0f ); /* ydnar: nonplanar degrees */
+Q_EXTERN int bevelSnap Q_ASSIGN( 0 ); /* ydnar: bevel plane snap */
+Q_EXTERN int texRange Q_ASSIGN( 0 );
+Q_EXTERN qboolean flat Q_ASSIGN( qfalse );
+Q_EXTERN qboolean meta Q_ASSIGN( qfalse );
+Q_EXTERN qboolean patchMeta Q_ASSIGN( qfalse );
+Q_EXTERN qboolean emitFlares Q_ASSIGN( qfalse );
+Q_EXTERN qboolean debugSurfaces Q_ASSIGN( qfalse );
+Q_EXTERN qboolean debugInset Q_ASSIGN( qfalse );
+Q_EXTERN qboolean debugPortals Q_ASSIGN( qfalse );
+
+Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00001 );
+Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.01 );
+
+
+/* bsp */
+Q_EXTERN int numMapEntities Q_ASSIGN( 0 );
+
+Q_EXTERN int blockSize[ 3 ] /* should be the same as in radiant */
+#ifndef MAIN_C
+ ;
+#else
+ = { 1024, 1024, 1024 };
+#endif
+
+Q_EXTERN char name[ 1024 ];
+Q_EXTERN char source[ 1024 ];
+Q_EXTERN char outbase[ 32 ];
+
+Q_EXTERN int sampleSize; /* lightmap sample size in units */
+
+Q_EXTERN int mapEntityNum Q_ASSIGN( 0 );
+
+Q_EXTERN int entitySourceBrushes;
+
+Q_EXTERN plane_t mapplanes[ MAX_MAP_PLANES ]; /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */
+Q_EXTERN int nummapplanes; /* nummapplanes will always be even */
+Q_EXTERN int numMapPatches;
+Q_EXTERN vec3_t mapMins, mapMaxs;
+
+Q_EXTERN int defaultFogNum Q_ASSIGN( -1 ); /* ydnar: cleaner fog handling */
+Q_EXTERN int numMapFogs Q_ASSIGN( 0 );
+Q_EXTERN fog_t mapFogs[ MAX_MAP_FOGS ];
+
+Q_EXTERN entity_t *mapEnt;
+Q_EXTERN brush_t *buildBrush;
+Q_EXTERN int numActiveBrushes;
+Q_EXTERN int g_bBrushPrimit;
+
+Q_EXTERN int numStrippedLights Q_ASSIGN( 0 );
+
+
+/* surface stuff */
+Q_EXTERN mapDrawSurface_t *mapDrawSurfs Q_ASSIGN( NULL );
+Q_EXTERN int numMapDrawSurfs;
+
+Q_EXTERN int numSurfacesByType[ NUM_SURFACE_TYPES ];
+Q_EXTERN int numClearedSurfaces;
+Q_EXTERN int numStripSurfaces;
+Q_EXTERN int numFanSurfaces;
+Q_EXTERN int numMergedSurfaces;
+Q_EXTERN int numMergedVerts;
+
+Q_EXTERN int numRedundantIndexes;
+
+Q_EXTERN int numSurfaceModels Q_ASSIGN( 0 );
+
+Q_EXTERN byte debugColors[ 12 ][ 3 ]
+#ifndef MAIN_C
+ ;
+#else
+ =
+ {
+ { 255, 0, 0 },
+ { 192, 128, 128 },
+ { 255, 255, 0 },
+ { 192, 192, 128 },
+ { 0, 255, 255 },
+ { 128, 192, 192 },
+ { 0, 0, 255 },
+ { 128, 128, 192 },
+ { 255, 0, 255 },
+ { 192, 128, 192 },
+ { 0, 255, 0 },
+ { 128, 192, 128 }
+ };
+#endif
+
+Q_EXTERN qboolean skyboxPresent Q_ASSIGN( qfalse );
+Q_EXTERN int skyboxArea Q_ASSIGN( -1 );
+Q_EXTERN m4x4_t skyboxTransform;
+
+
+
+/* -------------------------------------------------------------------------------
+
+vis global variables
+
+------------------------------------------------------------------------------- */
+
+/* commandline arguments */
+Q_EXTERN qboolean fastvis;
+Q_EXTERN qboolean noPassageVis;
+Q_EXTERN qboolean passageVisOnly;
+Q_EXTERN qboolean mergevis;
+Q_EXTERN qboolean nosort;
+Q_EXTERN qboolean saveprt;
+Q_EXTERN qboolean hint; /* ydnar */
+Q_EXTERN char inbase[ MAX_QPATH ];
+
+/* other bits */
+Q_EXTERN int totalvis;
+
+Q_EXTERN float farPlaneDist; /* rr2do2, rf, mre, ydnar all contributed to this one... */
+
+Q_EXTERN int numportals;
+Q_EXTERN int portalclusters;
+
+Q_EXTERN vportal_t *portals;
+Q_EXTERN leaf_t *leafs;
+
+Q_EXTERN vportal_t *faces;
+Q_EXTERN leaf_t *faceleafs;
+
+Q_EXTERN int numfaces;
+
+Q_EXTERN int c_portaltest, c_portalpass, c_portalcheck;
+Q_EXTERN int c_portalskip, c_leafskip;
+Q_EXTERN int c_vistest, c_mighttest;
+Q_EXTERN int c_chains;
+
+Q_EXTERN byte *vismap, *vismap_p, *vismap_end;
+
+Q_EXTERN int testlevel;
+
+Q_EXTERN byte *uncompressed;
+
+Q_EXTERN int leafbytes, leaflongs;
+Q_EXTERN int portalbytes, portallongs;
+
+Q_EXTERN vportal_t *sorted_portals[ MAX_MAP_PORTALS * 2 ];
+
+
+
+/* -------------------------------------------------------------------------------
+
+light global variables
+
+------------------------------------------------------------------------------- */
+
+/* commandline arguments */
+Q_EXTERN qboolean noSurfaces;
+
+Q_EXTERN qboolean deluxemap;
+Q_EXTERN qboolean debugDeluxemap;
+
+Q_EXTERN qboolean loMem Q_ASSIGN( qfalse );
+
+Q_EXTERN qboolean fast;
+Q_EXTERN qboolean faster;
+Q_EXTERN qboolean fastgrid;
+Q_EXTERN qboolean fastbounce;
+Q_EXTERN qboolean cheap;
+Q_EXTERN qboolean cheapgrid;
+Q_EXTERN qboolean smooth;
+Q_EXTERN int bounce;
+Q_EXTERN qboolean bounceOnly;
+Q_EXTERN qboolean bouncing;
+Q_EXTERN qboolean bouncegrid;
+Q_EXTERN qboolean normalmap;
+Q_EXTERN qboolean trisoup;
+Q_EXTERN qboolean shade;
+Q_EXTERN float shadeAngleDegrees Q_ASSIGN( 0.0f );
+Q_EXTERN int superSample Q_ASSIGN( 0 );
+Q_EXTERN int lightSamples Q_ASSIGN( 1 );
+Q_EXTERN qboolean filter;
+Q_EXTERN qboolean sunOnly;
+Q_EXTERN int approximateTolerance Q_ASSIGN( 0 );
+Q_EXTERN qboolean noCollapse;
+Q_EXTERN qboolean debug;
+Q_EXTERN qboolean debugSurfaces;
+Q_EXTERN qboolean debugUnused;
+Q_EXTERN qboolean debugAxis;
+Q_EXTERN qboolean debugCluster;
+Q_EXTERN qboolean debugOrigin;
+Q_EXTERN qboolean exportLightmaps;
+Q_EXTERN qboolean externalLightmaps;
+Q_EXTERN int lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH );
+
+/* standard flags */
+Q_EXTERN qboolean noTrace;
+Q_EXTERN qboolean patchShadows;
+Q_EXTERN qboolean dump;
+Q_EXTERN qboolean extra;
+Q_EXTERN qboolean extraWide;
+Q_EXTERN qboolean lightmapBorder;
+
+Q_EXTERN qboolean noSurfaces;
+
+Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE );
+Q_EXTERN qboolean noVertexLighting Q_ASSIGN( qfalse );
+Q_EXTERN qboolean noGridLighting Q_ASSIGN( qfalse );
+
+/* longest distance across the map */
+Q_EXTERN float maxMapDistance Q_ASSIGN( 0 );
+
+/* for run time tweaking of light sources */
+Q_EXTERN float pointScale Q_ASSIGN( 7500.0f );
+Q_EXTERN float areaScale Q_ASSIGN( 0.25f );
+Q_EXTERN float skyScale Q_ASSIGN( 1.0f );
+Q_EXTERN float bounceScale Q_ASSIGN( 0.25f );
+
+/* ydnar: for runtime tweaking of falloff tolerance */
+Q_EXTERN float falloffTolerance Q_ASSIGN( 1.0f );
+
+Q_EXTERN qboolean exactPointToPolygon Q_ASSIGN( qtrue );
+
+Q_EXTERN float formFactorValueScale Q_ASSIGN( 3.0f );
+
+Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f );
+
+Q_EXTERN light_t *lights;
+Q_EXTERN int numPointLights;
+Q_EXTERN int numSpotLights;
+Q_EXTERN int numSunLights;
+Q_EXTERN int numAreaLights;
+
+/* ydnar: for luxel placement */
+Q_EXTERN int numSurfaceClusters, maxSurfaceClusters;
+Q_EXTERN int *surfaceClusters;
+
+/* ydnar: for radiosity */
+Q_EXTERN int numDiffuseLights;
+Q_EXTERN int numBrushDiffuseLights;
+Q_EXTERN int numTriangleDiffuseLights;
+Q_EXTERN int numPatchDiffuseLights;
+
+/* ydnar: general purpose extra copy of drawvert list */
+Q_EXTERN bspDrawVert_t *yDrawVerts;
+
+/* ydnar: for tracing statistics */
+Q_EXTERN int minSurfacesTested;
+Q_EXTERN int maxSurfacesTested;
+Q_EXTERN int totalSurfacesTested;
+Q_EXTERN int totalTraces;
+
+Q_EXTERN FILE *dumpFile;
+
+Q_EXTERN int c_visible, c_occluded;
+Q_EXTERN int c_subsampled; /* ydnar */
+
+Q_EXTERN int defaultLightSubdivide Q_ASSIGN( 999 );
+
+Q_EXTERN vec3_t ambientColor;
+Q_EXTERN vec3_t minLight, minVertexLight, minGridLight;
+
+Q_EXTERN int *entitySurface;
+Q_EXTERN vec3_t *surfaceOrigin;
+
+Q_EXTERN vec3_t sunDirection;
+Q_EXTERN vec3_t sunLight;
+
+/* tracing */
+Q_EXTERN int c_totalTrace;
+Q_EXTERN int c_cullTrace, c_testTrace;
+Q_EXTERN int c_testFacets;
+
+/* ydnar: light optimization */
+Q_EXTERN float subdivideThreshold Q_ASSIGN( DEFAULT_SUBDIVIDE_THRESHOLD );
+
+Q_EXTERN int numOpaqueBrushes, maxOpaqueBrush;
+Q_EXTERN byte *opaqueBrushes;
+
+Q_EXTERN int numLights;
+Q_EXTERN int numCulledLights;
+
+Q_EXTERN int gridBoundsCulled;
+Q_EXTERN int gridEnvelopeCulled;
+
+Q_EXTERN int lightsBoundsCulled;
+Q_EXTERN int lightsEnvelopeCulled;
+Q_EXTERN int lightsPlaneCulled;
+Q_EXTERN int lightsClusterCulled;
+
+/* ydnar: radiosity */
+Q_EXTERN float diffuseSubdivide Q_ASSIGN( 256.0f );
+Q_EXTERN float minDiffuseSubdivide Q_ASSIGN( 64.0f );
+Q_EXTERN int numDiffuseSurfaces Q_ASSIGN( 0 );
+
+/* ydnar: list of surface information necessary for lightmap calculation */
+Q_EXTERN surfaceInfo_t *surfaceInfos Q_ASSIGN( NULL );
+
+/* ydnar: sorted list of surfaces */
+Q_EXTERN int *sortSurfaces Q_ASSIGN( NULL );
+
+/* clumps of surfaces that share a raw lightmap */
+Q_EXTERN int numLightSurfaces Q_ASSIGN( 0 );
+Q_EXTERN int *lightSurfaces Q_ASSIGN( NULL );
+
+/* raw lightmaps */
+Q_EXTERN int numRawSuperLuxels Q_ASSIGN( 0 );
+Q_EXTERN int numRawLightmaps Q_ASSIGN( 0 );
+Q_EXTERN rawLightmap_t *rawLightmaps Q_ASSIGN( NULL );
+Q_EXTERN int *sortLightmaps Q_ASSIGN( NULL );
+
+/* vertex luxels */
+Q_EXTERN float *vertexLuxels[ MAX_LIGHTMAPS ];
+Q_EXTERN float *radVertexLuxels[ MAX_LIGHTMAPS ];
+
+/* bsp lightmaps */
+Q_EXTERN int numLightmapShaders Q_ASSIGN( 0 );
+Q_EXTERN int numOutLightmaps Q_ASSIGN( 0 );
+Q_EXTERN int numBSPLightmaps Q_ASSIGN( 0 );
+Q_EXTERN int numExtLightmaps Q_ASSIGN( 0 );
+Q_EXTERN outLightmap_t *outLightmaps Q_ASSIGN( NULL );
+
+/* grid points */
+Q_EXTERN int numRawGridPoints Q_ASSIGN( 0 );
+Q_EXTERN rawGridPoint_t *rawGridPoints Q_ASSIGN( NULL );
+
+Q_EXTERN int numSurfsVertexLit Q_ASSIGN( 0 );
+Q_EXTERN int numSurfsVertexForced Q_ASSIGN( 0 );
+Q_EXTERN int numSurfsVertexApproximated Q_ASSIGN( 0 );
+Q_EXTERN int numSurfsLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int numPlanarsLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int numNonPlanarsLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int numPatchesLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int numPlanarPatchesLightmapped Q_ASSIGN( 0 );
+
+Q_EXTERN int numLuxels Q_ASSIGN( 0 );
+Q_EXTERN int numLuxelsMapped Q_ASSIGN( 0 );
+Q_EXTERN int numLuxelsOccluded Q_ASSIGN( 0 );
+Q_EXTERN int numLuxelsIlluminated Q_ASSIGN( 0 );
+Q_EXTERN int numVertsIlluminated Q_ASSIGN( 0 );
+
+/* lightgrid */
+Q_EXTERN vec3_t gridMins;
+Q_EXTERN int gridBounds[ 3 ];
+Q_EXTERN vec3_t gridSize
+#ifndef MAIN_C
+ ;
+#else
+ = { 64, 64, 128 };
+#endif
+
+
+
+/* -------------------------------------------------------------------------------
+
+abstracted bsp globals
+
+------------------------------------------------------------------------------- */
+
+Q_EXTERN int numEntities Q_ASSIGN( 0 );
+Q_EXTERN int numBSPEntities Q_ASSIGN( 0 );
+Q_EXTERN entity_t entities[ MAX_MAP_ENTITIES ];
+
+Q_EXTERN int numBSPModels Q_ASSIGN( 0 );
+Q_EXTERN bspModel_t bspModels[ MAX_MAP_MODELS ];
+
+Q_EXTERN int numBSPShaders Q_ASSIGN( 0 );
+Q_EXTERN bspShader_t bspShaders[ MAX_MAP_MODELS ];
+
+Q_EXTERN int bspEntDataSize Q_ASSIGN( 0 );
+Q_EXTERN char bspEntData[ MAX_MAP_ENTSTRING ];
+
+Q_EXTERN int numBSPLeafs Q_ASSIGN( 0 );
+Q_EXTERN bspLeaf_t bspLeafs[ MAX_MAP_LEAFS ];
+
+Q_EXTERN int numBSPPlanes Q_ASSIGN( 0 );
+Q_EXTERN bspPlane_t bspPlanes[ MAX_MAP_PLANES ];
+
+Q_EXTERN int numBSPNodes Q_ASSIGN( 0 );
+Q_EXTERN bspNode_t bspNodes[ MAX_MAP_NODES ];
+
+Q_EXTERN int numBSPLeafSurfaces Q_ASSIGN( 0 );
+Q_EXTERN int bspLeafSurfaces[ MAX_MAP_LEAFFACES ];
+
+Q_EXTERN int numBSPLeafBrushes Q_ASSIGN( 0 );
+Q_EXTERN int bspLeafBrushes[ MAX_MAP_LEAFBRUSHES ];
+
+Q_EXTERN int numBSPBrushes Q_ASSIGN( 0 );
+Q_EXTERN bspBrush_t bspBrushes[ MAX_MAP_BRUSHES ];
+
+Q_EXTERN int numBSPBrushSides Q_ASSIGN( 0 );
+Q_EXTERN bspBrushSide_t bspBrushSides[ MAX_MAP_BRUSHSIDES ];
+
+Q_EXTERN int numBSPLightBytes Q_ASSIGN( 0 );
+Q_EXTERN byte *bspLightBytes Q_ASSIGN( NULL );
+
+//% Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 );
+//% Q_EXTERN byte *bspGridPoints Q_ASSIGN( NULL );
+
+Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 );
+Q_EXTERN bspGridPoint_t *bspGridPoints Q_ASSIGN( NULL );
+
+Q_EXTERN int numBSPVisBytes Q_ASSIGN( 0 );
+Q_EXTERN byte bspVisBytes[ MAX_MAP_VISIBILITY ];
+
+Q_EXTERN int numBSPDrawVerts Q_ASSIGN( 0 );
+Q_EXTERN bspDrawVert_t *bspDrawVerts Q_ASSIGN( NULL );
+
+Q_EXTERN int numBSPDrawIndexes Q_ASSIGN( 0 );
+Q_EXTERN int bspDrawIndexes[ MAX_MAP_DRAW_INDEXES ];
+
+Q_EXTERN int numBSPDrawSurfaces Q_ASSIGN( 0 );
+Q_EXTERN bspDrawSurface_t *bspDrawSurfaces Q_ASSIGN( NULL );
+
+Q_EXTERN int numBSPFogs Q_ASSIGN( 0 );
+Q_EXTERN bspFog_t bspFogs[ MAX_MAP_FOGS ];
+
+
+
+/* end marker */
+#endif