Quake BSP renderer for PS1
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#ifndef __WORLD_H__
#define __WORLD_H__
#include "ps1bsp.h"
typedef struct
{
ps1bsp_worldspawn_t *worldSpawn;
u_short numTextures;
ps1bsp_texture_t *textures;
u_short numVertices;
ps1bsp_vertex_t *vertices;
u_short numPolygons;
ps1bsp_polygon_t *polygons;
u_short numPolyVertices;
ps1bsp_polyvertex_t *polyVertices;
u_short numFaces;
ps1bsp_face_t *faces;
u_short numFaceVertices;
ps1bsp_facevertex_t *faceVertices;
u_short numPlanes;
ps1bsp_plane_t *planes;
u_short numNodes;
ps1bsp_node_t *nodes;
u_short numLeaves;
ps1bsp_leaf_t *leaves;
u_short numLeafFaces;
u_short *leafFaces;
u_short numVisData;
u_char *visData;
u_short numModels;
ps1bsp_model_t *models;
} world_t;
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
void world_load(const u_long *data, world_t *world);
void world_draw(const world_t *world);
#endif // __WORLD_H__