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fteqw/engine/gl/gl_model.h
Spoike b5ac90d523 More stuff broken.
Added control over texture coords on particles. Switched them to batch based on common render state. Less state changes there now.
Inverted sorting, to aid depth culling.
fullbrights use vbos too now.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3261 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-07-11 20:56:09 +00:00

966 lines
23 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __MODEL__
#define __MODEL__
#include "modelgen.h"
#include "spritegn.h"
struct hull_s;
struct trace_s;
struct edict_s;
typedef struct {
// qboolean (*RecursiveHullCheck) (struct hull_s *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
// int (*HullPointContents) (struct hull_s *hull, vec3_t p); //return FTE contents
int dummy;
} hullfuncs_t;
typedef struct {
//deals with FTECONTENTS (assumes against solid)
qboolean (*Trace) (struct model_s *model, int hulloverride, int frame, vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, struct trace_s *trace);
unsigned int (*PointContents) (struct model_s *model, vec3_t p);
unsigned int (*BoxContents) (struct model_s *model, int hulloverride, int frame, vec3_t p, vec3_t mins, vec3_t maxs);
//deals with whatever is native for the bsp (gamecode is expected to distinguish this).
qboolean (*NativeTrace) (struct model_s *model, int hulloverride, int frame, vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace);
unsigned int (*NativeContents)(struct model_s *model, int hulloverride, int frame, vec3_t p, vec3_t mins, vec3_t maxs);
unsigned int (*FatPVS) (struct model_s *model, vec3_t org, qbyte *pvsbuffer, unsigned int buffersize, qboolean merge);
qboolean (*EdictInFatPVS) (struct model_s *model, struct edict_s *edict, qbyte *pvsbuffer);
void (*FindTouchedLeafs_Q1) (struct model_s *model, struct edict_s *ent, vec3_t cullmins, vec3_t cullmaxs); //edict system as opposed to q2 game dll system.
void (*LightPointValues) (struct model_s *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
void (*StainNode) (struct mnode_s *node, float *parms);
void (*MarkLights) (struct dlight_s *light, int bit, struct mnode_s *node);
qbyte *(*LeafPVS) (struct model_s *model, int num, qbyte *buffer, unsigned int buffersize);
int (*LeafnumForPoint) (struct model_s *model, vec3_t point);
} bspfuncs_t;
#ifdef D3DQUAKE
#define sizeof_index_t 2
#endif
#if sizeof_index_t == 2
#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
typedef unsigned short index_t;
#else
#define GL_INDEX_TYPE GL_UNSIGNED_INT
typedef unsigned int index_t;
#endif
typedef struct mesh_s
{
unsigned int vbofirstvert;
unsigned int vbofirstelement;
int numvertexes;
vec3_t *xyz_array;
vec3_t *normals_array;
vec3_t *snormals_array;
vec3_t *tnormals_array;
vec2_t *st_array;
vec2_t *lmst_array;
byte_vec4_t *colors_array;
int numindexes;
index_t *indexes;
int *trneighbors;
vec3_t *trnormals;
vec3_t mins, maxs;
float radius;
vec3_t lightaxis[3];
//FIXME: these can go when the new backend is done
unsigned int patchWidth;
unsigned int patchHeight;
struct mesh_s *next;
} mesh_t;
struct meshbuffer_s;
void R_PushMesh ( mesh_t *mesh, int features );
void R_RenderMeshBuffer ( struct meshbuffer_s *mb, qboolean shadowpass );
qboolean R_MeshWillExceed(mesh_t *mesh);
extern int gl_canbumpmap;
/*
d*_t structures are on-disk representations
m*_t structures are in-memory
*/
// entity effects
#define EF_BRIGHTFIELD 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define QWEF_FLAG1 16 //only applies to player entities
#define NQEF_NODRAW 16 //so packet entities are free to get this instead
#define QWEF_FLAG2 32 //only applies to player entities
#define NQEF_ADDATIVE 32 //so packet entities are free to get this instead
#define EF_BLUE 64
#define EF_RED 128
#define H2EF_NODRAW 128 //this is going to get complicated...
#define EF_NODEPTHTEST 8192 //shows through walls. :(
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
vec3_t position;
} mvertex_t;
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
// plane_t structure
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct mplane_s
{
vec3_t normal;
float dist;
qbyte type; // for texture axis selection and fast side tests
qbyte signbits; // signx + signy<<1 + signz<<1
qbyte pad[2];
} mplane_t;
typedef struct {
int base;
int bump;
int specular;
int fullbright;
} texnums_t;
typedef struct
{
int vboe;
index_t *indicies;
int vbocoord;
vec3_t *coord;
int vbotexcoord;
vec2_t *texcoord;
int vbolmcoord;
vec2_t *lmcoord;
int vbonormals;
vec3_t *normals;
int vbosvector;
vec3_t *svector;
int vbotvector;
vec3_t *tvector;
} vbo_t;
typedef struct texture_s
{
char name[64];
unsigned width, height;
qbyte pixbytes;
qbyte alphaed; //gl_blend needed on this surface.
int parttype;
texnums_t tn;
struct shader_s *shader;
vbo_t vbo;
struct msurface_s *texturechain; // for gl_texsort drawing
struct msurface_s **texturechain_tail; //so we can link them in depth order
int anim_total; // total tenths in sequence ( 0 = no)
int anim_min, anim_max; // time for this frame min <=time< max
struct texture_s *anim_next; // in the animation sequence
struct texture_s *alternate_anims; // bmodels in frmae 1 use these
unsigned offsets[MIPLEVELS]; // four mip maps stored
} texture_t;
/*
typedef struct
{
float coord[3];
float texcoord[2];
float lmcoord[2];
float normals[3];
float svector[3];
float tvector[3];
} vbovertex_t;
*/
#define SURF_DRAWSKYBOX 0x00001
#define SURF_PLANEBACK 0x00002
#define SURF_DRAWSKY 0x00004
#define SURF_DRAWSPRITE 0x00008
#define SURF_DRAWTURB 0x00010
#define SURF_DRAWTILED 0x00020
#define SURF_DRAWBACKGROUND 0x00040
#define SURF_UNDERWATER 0x00080
#define SURF_DONTWARP 0x00100
#define SURF_BULLETEN 0x00200
#define SURF_NOFLAT 0x08000
#define SURF_DRAWALPHA 0x10000
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
typedef struct mtexinfo_s
{
float vecs[2][4];
float mipadjust;
texture_t *texture;
int flags;
//it's a q2 thing.
int numframes;
struct mtexinfo_s *next;
} mtexinfo_t;
#define SPECULAR
#ifdef SPECULAR
#define VERTEXSIZE 10
#else
#define VERTEXSIZE 7
#endif
typedef struct glpoly_s
{
struct glpoly_s *next;
int numverts;
float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2 (ldir_xyz)
} glpoly_t;
#ifdef Q3SHADERS
typedef struct mfog_s
{
struct shader_s *shader;
mplane_t *visibleplane;
int numplanes;
mplane_t **planes;
} mfog_t;
#endif
#if MAX_SWDECALS
typedef struct decal_s {
int xpos, ypos;
struct msurface_s *owner;
struct decal_s *next;
struct decal_s *prev;
} decal_t;
#endif
typedef struct msurface_s
{
int visframe; // should be drawn when node is crossed
int shadowframe;
mplane_t *plane;
int flags;
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
#ifdef SWQUAKE
struct surfcache_s *cachespots[MIPLEVELS];
#endif
struct msurface_s *nextalphasurface;
short texturemins[2];
short extents[2];
int light_s, light_t; // gl lightmap coordinates
#ifdef Q3SHADERS
mfog_t *fog;
#endif
mesh_t *mesh;
entity_t *ownerent;
struct msurface_s *texturechain;
#if 0
vec3_t normal;
#endif
mtexinfo_t *texinfo;
// lighting info
int dlightframe;
int dlightbits;
int lightmaptexturenum;
qbyte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
qboolean cached_dlight; // true if dynamic light in cache
#ifdef PEXT_LIGHTSTYLECOL
qbyte cached_colour[MAXLIGHTMAPS];
#endif
#ifndef NOSTAINS
qboolean stained;
#endif
qbyte *samples; // [numstyles*surfsize]
#ifdef MAX_SWDECALS
decal_t *decal;
#endif
} msurface_t;
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
int shadowframe;
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// node specific
mplane_t *plane;
struct mnode_s *children[2];
#ifdef Q2BSPS
int childnum[2];
#endif
unsigned short firstsurface;
unsigned short numsurfaces;
} mnode_t;
typedef struct mleaf_s
{
// common with node
int contents; // wil be a negative contents number
int visframe; // node needs to be traversed if current
int shadowframe;
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
qbyte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
int key; // BSP sequence number for leaf's contents
qbyte ambient_sound_level[NUM_AMBIENTS];
#if defined(Q2BSPS) || defined(Q3BSPS)
int cluster;
struct mleaf_s *vischain;
#endif
#ifdef Q2BSPS
//it's a q2 thing
int area;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
unsigned short firstleafface; //q3 addititions
unsigned short numleaffaces;
unsigned short numleafpatches;
unsigned short firstleafpatch;
#endif
} mleaf_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLSM];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
qboolean hullavailable[MAX_MAP_HULLSM];
} mmodel_t;
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct hull_s
{
dclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
int available;
hullfuncs_t funcs;
} hull_t;
void Q1BSP_SetHullFuncs(hull_t *hull);
void Q1BSP_SetModelFuncs(struct model_s *mod);
void Q1BSP_Init(void);
qboolean Q1BSP_Trace(struct model_s *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, struct trace_s *trace);
qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
unsigned int Q1BSP_FatPVS (struct model_s *mod, vec3_t org, qbyte *pvsbuffer, unsigned int buffersize, qboolean add);
qboolean Q1BSP_EdictInFatPVS(struct model_s *mod, struct edict_s *ent, qbyte *pvs);
void Q1BSP_FindTouchedLeafs(struct model_s *mod, struct edict_s *ent, float *mins, float *maxs);
qbyte *Q1BSP_LeafPVS (struct model_s *model, mleaf_t *leaf, qbyte *buffer, unsigned int buffersize);
/*
==============================================================================
SPRITE MODELS
==============================================================================
*/
// FIXME: shorten these?
typedef struct mspriteframe_s
{
float up, down, left, right;
/*
int width;
int height;
int gl_texturenum;
#ifdef SWQUAKE
qbyte pixels[4];
#endif
*/
mpic_t p;
} mspriteframe_t;
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity);
typedef struct
{
int numframes;
float *intervals;
mspriteframe_t *frames[1];
} mspritegroup_t;
typedef struct
{
spriteframetype_t type;
mspriteframe_t *frameptr;
} mspriteframedesc_t;
typedef struct
{
int type;
int maxwidth;
int maxheight;
int numframes;
float beamlength; // remove?
mspriteframedesc_t frames[1];
} msprite_t;
/*
==============================================================================
ALIAS MODELS
Alias models are position independent, so the cache manager can move them.
==============================================================================
*/
typedef struct {
int s;
int t;
} mstvert_t;
typedef struct
{
#ifdef SWQUAKE
aliasframetype_t type;
#endif
int firstpose;
int numposes;
float interval;
dtrivertx_t bboxmin;
dtrivertx_t bboxmax;
vec3_t scale;
vec3_t scale_origin;
int frame;
char name[16];
} maliasframedesc_t;
typedef struct
{
dtrivertx_t bboxmin;
dtrivertx_t bboxmax;
int frame;
} maliasgroupframedesc_t;
typedef struct
{
int numframes;
int intervals;
maliasgroupframedesc_t frames[1];
} maliasgroup_t;
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct mtriangle_s {
int xyz_index[3];
int st_index[3];
int pad[2];
} mtriangle_t;
#define MAX_SKINS 32
typedef struct {
int ident;
int version;
vec3_t scale;
vec3_t scale_origin;
float boundingradius;
vec3_t eyeposition;
int numskins;
int skinwidth;
int skinheight;
int numverts;
int numtris;
int numframes;
synctype_t synctype;
int flags;
float size;
#ifdef SWQUAKE
int model;
int stverts;
int skindesc;
#endif
int numposes;
int poseverts;
int posedata; // numposes*poseverts trivert_t
int baseposedata; //original verts for triangles to reference
int triangles; //we need tri data for shadow volumes
int commands; // gl command list with embedded s/t
int gl_texturenum[MAX_SKINS][4];
int texels[MAX_SKINS];
maliasframedesc_t frames[1]; // variable sized
} aliashdr_t;
#define MAXALIASVERTS 2048
#define ALIAS_Z_CLIP_PLANE 5
#define MAXALIASFRAMES 256
#define MAXALIASTRIS 2048
extern aliashdr_t *pheader;
extern mstvert_t stverts[MAXALIASVERTS*2];
extern mtriangle_t triangles[MAXALIASTRIS];
extern dtrivertx_t *poseverts[MAXALIASFRAMES];
/*
========================================================================
.MD2 triangle model file format
========================================================================
*/
// LordHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD2ALIAS_VERSION 8
#define MD2MAX_TRIANGLES 4096
#define MD2MAX_VERTS 2048
#define MD2MAX_FRAMES 512
#define MD2MAX_SKINS 32
#define MD2MAX_SKINNAME 64
// sanity checking size
#define MD2MAX_SIZE (1024*4200)
typedef struct
{
short s;
short t;
} md2stvert_t;
typedef struct
{
short index_xyz[3];
short index_st[3];
} md2triangle_t;
typedef struct
{
qbyte v[3]; // scaled qbyte to fit in frame mins/maxs
qbyte lightnormalindex;
} md2trivertx_t;
#define MD2TRIVERTX_V0 0
#define MD2TRIVERTX_V1 1
#define MD2TRIVERTX_V2 2
#define MD2TRIVERTX_LNI 3
#define MD2TRIVERTX_SIZE 4
typedef struct
{
float scale[3]; // multiply qbyte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
md2trivertx_t verts[1]; // variable sized
} md2frame_t;
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.
typedef struct
{
int ident;
int version;
int skinwidth;
int skinheight;
int framesize; // qbyte size of each frame
int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;
int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // qbyte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds;
int ofs_end; // end of file
int gl_texturenum[MAX_SKINS];
} md2_t;
#define ALIASTYPE_MDL 1
#define ALIASTYPE_MD2 2
//===================================================================
typedef struct
{
qbyte ambient[3];
qbyte diffuse[3];
qbyte direction[2];
} dq3gridlight_t;
typedef struct
{
unsigned char ambient[4][3];
unsigned char diffuse[4][3];
unsigned char styles[4];
unsigned char direction[2];
} rbspgridlight_t;
//q3 based
typedef struct {
int gridBounds[4]; //3 = 0*1
vec3_t gridMins;
vec3_t gridSize;
int numlightgridelems;
//rbsp specific
rbspgridlight_t *rbspelements;
unsigned short *rbspindexes;
//non-rbsp specific
dq3gridlight_t *lightgrid;
//the reason rbsp is seperate from the non-rbsp is because it allows better memory compression.
//I chose not to expand at loadtime because q3 would suffer from greater cache misses.
} q3lightgridinfo_t;
//
// Whole model
//
typedef enum {mod_brush, mod_sprite, mod_alias, mod_dummy, mod_halflife, mod_heightmap} modtype_t;
typedef enum {fg_quake, fg_quake2, fg_quake3, fg_halflife, fg_new, fg_doom} fromgame_t; //useful when we have very similar model types. (eg quake/halflife bsps)
#define EF_ROCKET 1 // leave a trail
#define EF_GRENADE 2 // leave a trail
#define EF_GIB 4 // leave a trail
#define EF_ROTATE 8 // rotate (bonus items)
#define EF_TRACER 16 // green split trail
#define EF_ZOMGIB 32 // small blood trail
#define EF_TRACER2 64 // orange split trail + rotate
#define EF_TRACER3 128 // purple trail
//hexen2.
#define EFH2_FIREBALL 256 // Yellow transparent trail in all directions
#define EFH2_ICE 512 // Blue-white transparent trail, with gravity
#define EFH2_MIP_MAP 1024 // This model has mip-maps
#define EFH2_SPIT 2048 // Black transparent trail with negative light
#define EFH2_TRANSPARENT 4096 // Transparent sprite
#define EFH2_SPELL 8192 // Vertical spray of particles
#define EFH2_HOLEY 16384 // Solid model with color 0
#define EFH2_SPECIAL_TRANS 32768 // Translucency through the particle table
#define EFH2_FACE_VIEW 65536 // Poly Model always faces you
#define EFH2_VORP_MISSILE 131072 // leave a trail at top and bottom of model
#define EFH2_SET_STAFF 262144 // slowly move up and left/right
#define EFH2_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
#define EFH2_BONESHARD 1048576 // a trickle of brown particles with gravity
#define EFH2_SCARAB 2097152 // white transparent particles with little gravity
#define EFH2_ACIDBALL 4194304 // Green drippy acid shit
#define EFH2_BLOODSHOT 8388608 // Blood rain shot trail
typedef union {
struct {
int numlinedefs;
int numsidedefs;
int numsectors;
} doom;
} specificmodeltype_t;
typedef struct model_s
{
char name[MAX_QPATH];
qboolean needload; // bmodels and sprites don't cache normally
qboolean tainted;
modtype_t type;
fromgame_t fromgame;
int numframes;
synctype_t synctype;
int flags;
int engineflags;
int particleeffect;
int particletrail;
int traildefaultindex;
//
// volume occupied by the model graphics
//
vec3_t mins, maxs;
float radius;
float clampscale;
//
// solid volume for clipping
//
qboolean clipbox;
vec3_t clipmins, clipmaxs;
//
// brush model
//
int firstmodelsurface, nummodelsurfaces;
int numsubmodels;
mmodel_t *submodels;
int numplanes;
mplane_t *planes;
int numleafs; // number of visible leafs, not counting 0
mleaf_t *leafs;
int numvertexes;
mvertex_t *vertexes;
int numedges;
medge_t *edges;
int numnodes;
mnode_t *nodes;
int numtexinfo;
mtexinfo_t *texinfo;
int numsurfaces;
msurface_t *surfaces;
int numsurfedges;
int *surfedges;
int numclipnodes;
dclipnode_t *clipnodes;
int nummarksurfaces;
msurface_t **marksurfaces;
hull_t hulls[MAX_MAP_HULLSM];
int numtextures;
texture_t **textures;
qbyte *visdata;
void *vis;
qbyte *lightdata;
qbyte *deluxdata;
q3lightgridinfo_t *lightgrid;
char *entities;
void *terrain;
unsigned checksum;
unsigned checksum2;
bspfuncs_t funcs;
//
// additional model data
//
cache_user_t cache; // only access through Mod_Extradata
} model_t;
#define MDLF_ENGULPHS 0x001 // particle effect engulphs model (don't draw)
#define MDLF_NODEFAULTTRAIL 0x002
#define MDLF_RGBLIGHTING 0x004
#define MDLF_PLAYER 0x008 // players have specific lighting values
#define MDLF_FLAME 0x010 // can be excluded with r_drawflame, fullbright render hack
#define MDLF_DOCRC 0x020 // model needs CRC built
#define MDLF_NEEDOVERBRIGHT 0x040 // only overbright these models with gl_overbright_all set
#define MDLF_BOLT 0x080 // doesn't produce shadows
#define MDLF_NOTREPLACEMENTS 0x100 // can be considered a cheat, disable texture replacements
//============================================================================
/*
void Mod_Init (void);
void Mod_ClearAll (void);
model_t *Mod_ForName (char *name, qboolean crash);
model_t *Mod_FindName (char *name);
void *Mod_Extradata (model_t *mod); // handles caching
void Mod_TouchModel (char *name);
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
*/
#endif // __MODEL__
#ifdef Q2BSPS
void CM_InitBoxHull (void);
#ifdef __cplusplus
//#pragma message (" c++ stinks")
#else
void CM_Init(void);
qboolean CM_SetAreaPortalState (struct model_s *mod, int portalnum, qboolean open);
qboolean CM_HeadnodeVisible (struct model_s *mod, int nodenum, qbyte *visbits);
qboolean VARGS CM_AreasConnected (struct model_s *mod, int area1, int area2);
int CM_NumClusters (struct model_s *mod);
int CM_ClusterSize (struct model_s *mod);
int CM_LeafContents (struct model_s *mod, int leafnum);
int CM_LeafCluster (struct model_s *mod, int leafnum);
int CM_LeafArea (struct model_s *mod, int leafnum);
int CM_WriteAreaBits (struct model_s *mod, qbyte *buffer, int area);
int CM_PointLeafnum (struct model_s *mod, vec3_t p);
qbyte *CM_ClusterPVS (struct model_s *mod, int cluster, qbyte *buffer, unsigned int buffersize);
qbyte *CM_ClusterPHS (struct model_s *mod, int cluster);
int CM_BoxLeafnums (struct model_s *mod, vec3_t mins, vec3_t maxs, int *list, int listsize, int *topnode);
int CM_PointContents (struct model_s *mod, vec3_t p);
int CM_TransformedPointContents (struct model_s *mod, vec3_t p, int headnode, vec3_t origin, vec3_t angles);
struct trace_s CM_BoxTrace (struct model_s *mod, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int brushmask);
int CM_HeadnodeForBox (struct model_s *mod, vec3_t mins, vec3_t maxs);
struct trace_s CM_TransformedBoxTrace (struct model_s *mod, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int brushmask, vec3_t origin, vec3_t angles);
struct model_s *CM_TempBoxModel(vec3_t mins, vec3_t maxs);
void Mod_ParseInfoFromEntityLump(char *data);
void VARGS CMQ2_SetAreaPortalState (int portalnum, qboolean open);
void CMQ3_SetAreaPortalState (int area1, int area2, qboolean open);
#endif
#endif //Q2BSPS
typedef struct
{
aliasskintype_t type;
void *pcachespot;
int skin;
} maliasskindesc_t;
typedef struct
{
int numskins;
int intervals;
maliasskindesc_t skindescs[1];
} maliasskingroup_t;