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xash3d-fwgs/common/bspfile.h

329 lines
9.7 KiB
C

/*
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