extern void R_Model_Brush_Draw(entity_render_t *ent);
extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
-void Mod_LoadBrushModel (model_t *mod, void *buffer)
+void Mod_LoadBrushModelQ1orHL (model_t *mod, void *buffer)
{
int i, j, k;
dheader_t *header;
//Mod_ProcessLightList ();
}
+void Mod_LoadBrushModelQ2 (model_t *mod, void *buffer)
+{
+ Host_Error("Mod_LoadBrushModelQ2: not yet implemented\n");
+}
+
+void Mod_LoadBrushModelQ3 (model_t *mod, void *buffer)
+{
+ Host_Error("Mod_LoadBrushModelQ3: not yet implemented\n");
+}
+
+void Mod_LoadBrushModelIBSP (model_t *mod, void *buffer)
+{
+ int i = LittleLong(*((int *)buffer));
+ if (i == 46)
+ Mod_LoadBrushModelQ3 (mod,buffer);
+ else if (i == 38)
+ Mod_LoadBrushModelQ2 (mod,buffer);
+ else
+ Host_Error("Mod_LoadBrushModelIBSP: unknown/unsupported version %i\n", i);
+}
+
extern texture_t r_notexture_mip;
struct model_s;
-void Mod_LoadBrushModel (struct model_s *mod, void *buffer);
+void Mod_LoadBrushModelQ1orHL (struct model_s *mod, void *buffer);
+void Mod_LoadBrushModelIBSP (struct model_s *mod, void *buffer);
void Mod_BrushInit(void);
void Mod_FindNonSolidLocation(vec3_t in, vec3_t out, struct model_s *mod, vec_t radius);
qbyte *Mod_LeafPVS (mleaf_t *leaf, struct model_s *model);
void Mod_BuildPVSTextureChains(struct model_s *model);
+// Q2 bsp stuff
+
+#define Q2BSPVERSION 38
+
+// leaffaces, leafbrushes, planes, and verts are still bounded by
+// 16 bit short limits
+
+//=============================================================================
+
+#define Q2LUMP_ENTITIES 0
+#define Q2LUMP_PLANES 1
+#define Q2LUMP_VERTEXES 2
+#define Q2LUMP_VISIBILITY 3
+#define Q2LUMP_NODES 4
+#define Q2LUMP_TEXINFO 5
+#define Q2LUMP_FACES 6
+#define Q2LUMP_LIGHTING 7
+#define Q2LUMP_LEAFS 8
+#define Q2LUMP_LEAFFACES 9
+#define Q2LUMP_LEAFBRUSHES 10
+#define Q2LUMP_EDGES 11
+#define Q2LUMP_SURFEDGES 12
+#define Q2LUMP_MODELS 13
+#define Q2LUMP_BRUSHES 14
+#define Q2LUMP_BRUSHSIDES 15
+#define Q2LUMP_POP 16
+#define Q2LUMP_AREAS 17
+#define Q2LUMP_AREAPORTALS 18
+#define Q2HEADER_LUMPS 19
+
+typedef struct
+{
+ int ident;
+ int version;
+ lump_t lumps[HEADER_LUMPS];
+} q2dheader_t;
+
+typedef struct
+{
+ float mins[3], maxs[3];
+ float origin[3]; // for sounds or lights
+ int headnode;
+ int firstface, numfaces; // submodels just draw faces
+ // without walking the bsp tree
+} q2dmodel_t;
+
+// planes (x&~1) and (x&~1)+1 are always opposites
+
+// contents flags are seperate bits
+// a given brush can contribute multiple content bits
+// multiple brushes can be in a single leaf
+
+// these definitions also need to be in q_shared.h!
+
+// lower bits are stronger, and will eat weaker brushes completely
+#define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
+#define Q2CONTENTS_WINDOW 2 // translucent, but not watery
+#define Q2CONTENTS_AUX 4
+#define Q2CONTENTS_LAVA 8
+#define Q2CONTENTS_SLIME 16
+#define Q2CONTENTS_WATER 32
+#define Q2CONTENTS_MIST 64
+#define Q2LAST_VISIBLE_CONTENTS 64
+
+// remaining contents are non-visible, and don't eat brushes
+
+#define Q2CONTENTS_AREAPORTAL 0x8000
+
+#define Q2CONTENTS_PLAYERCLIP 0x10000
+#define Q2CONTENTS_MONSTERCLIP 0x20000
+
+// currents can be added to any other contents, and may be mixed
+#define Q2CONTENTS_CURRENT_0 0x40000
+#define Q2CONTENTS_CURRENT_90 0x80000
+#define Q2CONTENTS_CURRENT_180 0x100000
+#define Q2CONTENTS_CURRENT_270 0x200000
+#define Q2CONTENTS_CURRENT_UP 0x400000
+#define Q2CONTENTS_CURRENT_DOWN 0x800000
+
+#define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
+
+#define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
+#define Q2CONTENTS_DEADMONSTER 0x4000000
+#define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
+#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
+#define Q2CONTENTS_LADDER 0x20000000
+
+
+
+#define Q2SURF_LIGHT 0x1 // value will hold the light strength
+
+#define Q2SURF_SLICK 0x2 // effects game physics
+
+#define Q2SURF_SKY 0x4 // don't draw, but add to skybox
+#define Q2SURF_WARP 0x8 // turbulent water warp
+#define Q2SURF_TRANS33 0x10
+#define Q2SURF_TRANS66 0x20
+#define Q2SURF_FLOWING 0x40 // scroll towards angle
+#define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
+
+
+
+
+typedef struct
+{
+ int planenum;
+ int children[2]; // negative numbers are -(leafs+1), not nodes
+ short mins[3]; // for frustom culling
+ short maxs[3];
+ unsigned short firstface;
+ unsigned short numfaces; // counting both sides
+} q2dnode_t;
+
+
+typedef struct
+{
+ float vecs[2][4]; // [s/t][xyz offset]
+ int flags; // miptex flags + overrides
+ int value; // light emission, etc
+ char texture[32]; // texture name (textures/*.wal)
+ int nexttexinfo; // for animations, -1 = end of chain
+} q2texinfo_t;
+
+typedef struct
+{
+ int contents; // OR of all brushes (not needed?)
+
+ short cluster;
+ short area;
+
+ short mins[3]; // for frustum culling
+ short maxs[3];
+
+ unsigned short firstleafface;
+ unsigned short numleaffaces;
+
+ unsigned short firstleafbrush;
+ unsigned short numleafbrushes;
+} q2dleaf_t;
+
+typedef struct
+{
+ unsigned short planenum; // facing out of the leaf
+ short texinfo;
+} q2dbrushside_t;
+
+typedef struct
+{
+ int firstside;
+ int numsides;
+ int contents;
+} q2dbrush_t;
+
+
+// the visibility lump consists of a header with a count, then
+// byte offsets for the PVS and PHS of each cluster, then the raw
+// compressed bit vectors
+#define Q2DVIS_PVS 0
+#define Q2DVIS_PHS 1
+typedef struct
+{
+ int numclusters;
+ int bitofs[8][2]; // bitofs[numclusters][2]
+} q2dvis_t;
+
+// each area has a list of portals that lead into other areas
+// when portals are closed, other areas may not be visible or
+// hearable even if the vis info says that it should be
+typedef struct
+{
+ int portalnum;
+ int otherarea;
+} q2dareaportal_t;
+
+typedef struct
+{
+ int numareaportals;
+ int firstareaportal;
+} q2darea_t;
+
#endif