/* bspfile.h - BSP format included q1, hl1 support Copyright (C) 2010 Uncle Mike 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 3 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. */ #ifndef BSPFILE_H #define BSPFILE_H //#define SUPPORT_BSP2_FORMAT // allow to loading Darkplaces BSP2 maps (with broke binary compatibility) /* ============================================================================== BRUSH MODELS .bsp contain level static geometry with including PVS and lightning info ============================================================================== */ // header #define Q1BSP_VERSION 29 // quake1 regular version (beta is 28) #define HLBSP_VERSION 30 // half-life regular version #define QBSP2_VERSION (('B' << 0) | ('S' << 8) | ('P' << 16) | ('2'<<24)) #define IDEXTRAHEADER (('H'<<24)+('S'<<16)+('A'<<8)+'X') // little-endian "XASH" #define EXTRA_VERSION 4 // ver. 1 was occupied by old versions of XashXT, ver. 2 was occupied by old vesrions of P2:savior // ver. 3 was occupied by experimental versions of P2:savior change fmt #define DELUXEMAP_VERSION 1 #define IDDELUXEMAPHEADER (('T'<<24)+('I'<<16)+('L'<<8)+'Q') // little-endian "QLIT" // worldcraft predefined angles #define ANGLE_UP -1 #define ANGLE_DOWN -2 // bmodel limits #define MAX_MAP_HULLS 4 // MAX_HULLS #define SURF_PLANEBACK BIT( 1 ) // plane should be negated #define SURF_DRAWSKY BIT( 2 ) // sky surface #define SURF_DRAWTURB_QUADS BIT( 3 ) // all subidivided polygons are quads #define SURF_DRAWTURB BIT( 4 ) // warp surface #define SURF_DRAWTILED BIT( 5 ) // face without lighmap #define SURF_CONVEYOR BIT( 6 ) // scrolled texture (was SURF_DRAWBACKGROUND) #define SURF_UNDERWATER BIT( 7 ) // caustics #define SURF_TRANSPARENT BIT( 8 ) // it's a transparent texture (was SURF_DONTWARP) // lightstyle management #define LM_STYLES 4 // MAXLIGHTMAPS #define LS_NORMAL 0x00 #define LS_UNUSED 0xFE #define LS_NONE 0xFF #define MAX_MAP_CLIPNODES_HLBSP 32767 #define MAX_MAP_CLIPNODES_BSP2 524288 // these limis not using by modelloader but only for displaying 'mapstats' correctly #ifdef SUPPORT_BSP2_FORMAT #define MAX_MAP_MODELS 2048 // embedded models #define MAX_MAP_ENTSTRING 0x200000 // 2 Mb should be enough #define MAX_MAP_PLANES 131072 // can be increased without problems #define MAX_MAP_NODES 262144 // can be increased without problems #define MAX_MAP_CLIPNODES MAX_MAP_CLIPNODES_BSP2 // can be increased without problems #define MAX_MAP_LEAFS 131072 // CRITICAL STUFF to run ad_sepulcher!!! #define MAX_MAP_VERTS 524288 // can be increased without problems #define MAX_MAP_FACES 262144 // can be increased without problems #define MAX_MAP_MARKSURFACES 524288 // can be increased without problems #else // increased to match PrimeXT compilers #define MAX_MAP_MODELS 1024 // embedded models #define MAX_MAP_ENTSTRING 0x100000 // 1 Mb should be enough #define MAX_MAP_PLANES 65536 // can be increased without problems #define MAX_MAP_NODES 32767 // because negative shorts are leafs #define MAX_MAP_CLIPNODES MAX_MAP_CLIPNODES_HLBSP // because negative shorts are contents #define MAX_MAP_LEAFS 32767 // signed short limit #define MAX_MAP_VERTS 65535 // unsigned short limit #define MAX_MAP_FACES 65535 // unsigned short limit #define MAX_MAP_MARKSURFACES 65535 // unsigned short limit #endif #define MAX_MAP_ENTITIES 8192 // network limit #define MAX_MAP_TEXINFO MAX_MAP_FACES // in theory each face may have personal texinfo #define MAX_MAP_EDGES 0x100000 // can be increased but not needs #define MAX_MAP_SURFEDGES 0x200000 // can be increased but not needs #define MAX_MAP_TEXTURES 2048 // can be increased but not needs #define MAX_MAP_MIPTEX 0x2000000 // 32 Mb internal textures data #define MAX_MAP_LIGHTING 0x2000000 // 32 Mb lightmap raw data (can contain deluxemaps) #define MAX_MAP_VISIBILITY 0x1000000 // 16 Mb visdata #define MAX_MAP_FACEINFO 8192 // can be increased but not needs // quake lump ordering #define LUMP_ENTITIES 0 #define LUMP_PLANES 1 #define LUMP_TEXTURES 2 // internal textures #define LUMP_VERTEXES 3 #define LUMP_VISIBILITY 4 #define LUMP_NODES 5 #define LUMP_TEXINFO 6 #define LUMP_FACES 7 #define LUMP_LIGHTING 8 #define LUMP_CLIPNODES 9 #define LUMP_LEAFS 10 #define LUMP_MARKSURFACES 11 #define LUMP_EDGES 12 #define LUMP_SURFEDGES 13 #define LUMP_MODELS 14 // internal submodels #define HEADER_LUMPS 15 // extra lump ordering #define LUMP_LIGHTVECS 0 // deluxemap data #define LUMP_FACEINFO 1 // landscape and lightmap resolution info #define LUMP_CUBEMAPS 2 // cubemap description #define LUMP_VERTNORMALS 3 // phong shaded vertex normals #define LUMP_LEAF_LIGHTING 4 // store vertex lighting for statics #define LUMP_WORLDLIGHTS 5 // list of all the virtual and real lights (used to relight models in-game) #define LUMP_COLLISION 6 // physics engine collision hull dump (userdata) #define LUMP_AINODEGRAPH 7 // node graph that stored into the bsp (userdata) #define LUMP_SHADOWMAP 8 // contains shadow map for direct light #define LUMP_VERTEX_LIGHT 9 // store vertex lighting for statics #define LUMP_UNUSED0 10 // one lump reserved for me #define LUMP_UNUSED1 11 // one lump reserved for me #define EXTRA_LUMPS 12 // count of the extra lumps // texture flags #define TEX_SPECIAL BIT( 0 ) // sky or slime, no lightmap or 256 subdivision #define TEX_WORLD_LUXELS BIT( 1 ) // alternative lightmap matrix will be used (luxels per world units instead of luxels per texels) #define TEX_AXIAL_LUXELS BIT( 2 ) // force world luxels to axial positive scales #define TEX_EXTRA_LIGHTMAP BIT( 3 ) // bsp31 legacy - using 8 texels per luxel instead of 16 texels per luxel #define TEX_SCROLL BIT( 6 ) // Doom special FX #define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA ) // ambient sound types enum { AMBIENT_WATER = 0, // waterfall AMBIENT_SKY, // wind AMBIENT_SLIME, // never used in quake AMBIENT_LAVA, // never used in quake NUM_AMBIENTS, // automatic ambient sounds }; // // BSP File Structures // typedef struct { int fileofs; int filelen; } dlump_t; typedef struct { int version; dlump_t lumps[HEADER_LUMPS]; } dheader_t; typedef struct { int id; // must be little endian XASH int version; dlump_t lumps[EXTRA_LUMPS]; } dextrahdr_t; typedef struct { vec3_t mins; vec3_t maxs; vec3_t origin; // for sounds or lights int headnode[MAX_MAP_HULLS]; int visleafs; // not including the solid leaf 0 int firstface; int numfaces; } dmodel_t; typedef struct { int nummiptex; int dataofs[4]; // [nummiptex] } dmiptexlump_t; typedef struct { vec3_t point; } dvertex_t; typedef struct { vec3_t normal; float dist; int type; // PLANE_X - PLANE_ANYZ ? } dplane_t; typedef struct { int planenum; short children[2]; // negative numbers are -(leafs + 1), not nodes short mins[3]; // for sphere culling short maxs[3]; word firstface; word numfaces; // counting both sides } dnode_t; typedef struct { int planenum; int children[2]; // negative numbers are -(leafs+1), not nodes float mins[3]; // for sphere culling float maxs[3]; int firstface; int numfaces; // counting both sides } dnode32_t; // leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas // all other leafs need visibility info typedef struct { int contents; int visofs; // -1 = no visibility info short mins[3]; // for frustum culling short maxs[3]; word firstmarksurface; word nummarksurfaces; // automatic ambient sounds byte ambient_level[NUM_AMBIENTS]; // ambient sound level (0 - 255) } dleaf_t; typedef struct { int contents; int visofs; // -1 = no visibility info float mins[3]; // for frustum culling float maxs[3]; int firstmarksurface; int nummarksurfaces; byte ambient_level[NUM_AMBIENTS]; } dleaf32_t; typedef struct { int planenum; short children[2]; // negative numbers are contents } dclipnode_t; typedef struct { int planenum; int children[2]; // negative numbers are contents } dclipnode32_t; typedef struct { float vecs[2][4]; // texmatrix [s/t][xyz offset] int miptex; short flags; short faceinfo; // -1 no face info otherwise dfaceinfo_t } dtexinfo_t; typedef struct { char landname[16]; // name of decsription in mapname_land.txt unsigned short texture_step; // default is 16, pixels\luxels ratio unsigned short max_extent; // default is 16, subdivision step ((texture_step * max_extent) - texture_step) short groupid; // to determine equal landscapes from various groups, -1 - no group } dfaceinfo_t; typedef word dmarkface_t; // leaf marksurfaces indexes typedef int dmarkface32_t; // leaf marksurfaces indexes typedef int dsurfedge_t; // map surfedges // NOTE: that edge 0 is never used, because negative edge nums // are used for counterclockwise use of the edge in a face typedef struct { word v[2]; // vertex numbers } dedge_t; typedef struct { int v[2]; // vertex numbers } dedge32_t; typedef struct { word planenum; short side; int firstedge; // we must support > 64k edges short numedges; short texinfo; // lighting info byte styles[LM_STYLES]; int lightofs; // start of [numstyles*surfsize] samples } dface_t; typedef struct { int planenum; int side; int firstedge; // we must support > 64k edges int numedges; int texinfo; // lighting info byte styles[LM_STYLES]; int lightofs; // start of [numstyles*surfsize] samples } dface32_t; #endif//BSPFILE_H