//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $Workfile:     $
// $Date:         $
// $NoKeywords: $
//=============================================================================//

#ifndef GL_MODEL_H
#define GL_MODEL_H

#ifdef _WIN32
#pragma once
#endif

struct mnode_t;
struct mleaf_t;
struct mtexinfo_t;
typedef struct mtexdata_s mtexdata_t;
struct model_t;

struct dvis_t;
struct dworldlight_t;
struct decallist_t;

void	Map_VisClear( void );
void	Map_VisSetup( model_t *worldmodel, int visorigincount, const Vector origins[], bool forcenovis, unsigned int &returnFlags );
byte 	*Map_VisCurrent( void );
int		Map_VisCurrentCluster( void );
bool	Map_VisForceFullSky();
// reconstruct the ambient lighting for a leaf at the given position in worldspace
void	Mod_LeafAmbientColorAtPos( Vector *pOut, const Vector &pos, int leafIndex );

extern int			DecalListCreate( decallist_t *pList );

extern int		r_visframecount;

#include "modelloader.h"

#endif // GL_MODEL_H