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https://github.com/FWGS/xash3d-fwgs
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329 lines
9.7 KiB
C
329 lines
9.7 KiB
C
/*
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bspfile.h - BSP format included q1, hl1 support
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef BSPFILE_H
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#define BSPFILE_H
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//#define SUPPORT_BSP2_FORMAT // allow to loading Darkplaces BSP2 maps (with broke binary compatibility)
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/*
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==============================================================================
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BRUSH MODELS
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.bsp contain level static geometry with including PVS and lightning info
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==============================================================================
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*/
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// header
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#define Q1BSP_VERSION 29 // quake1 regular version (beta is 28)
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#define HLBSP_VERSION 30 // half-life regular version
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#define QBSP2_VERSION (('B' << 0) | ('S' << 8) | ('P' << 16) | ('2'<<24))
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#define IDEXTRAHEADER (('H'<<24)+('S'<<16)+('A'<<8)+'X') // little-endian "XASH"
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#define EXTRA_VERSION 4 // ver. 1 was occupied by old versions of XashXT, ver. 2 was occupied by old vesrions of P2:savior
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// ver. 3 was occupied by experimental versions of P2:savior change fmt
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#define DELUXEMAP_VERSION 1
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#define IDDELUXEMAPHEADER (('T'<<24)+('I'<<16)+('L'<<8)+'Q') // little-endian "QLIT"
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// worldcraft predefined angles
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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// bmodel limits
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#define MAX_MAP_HULLS 4 // MAX_HULLS
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#define SURF_PLANEBACK BIT( 1 ) // plane should be negated
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#define SURF_DRAWSKY BIT( 2 ) // sky surface
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#define SURF_DRAWTURB_QUADS BIT( 3 ) // all subidivided polygons are quads
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#define SURF_DRAWTURB BIT( 4 ) // warp surface
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#define SURF_DRAWTILED BIT( 5 ) // face without lighmap
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#define SURF_CONVEYOR BIT( 6 ) // scrolled texture (was SURF_DRAWBACKGROUND)
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#define SURF_UNDERWATER BIT( 7 ) // caustics
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#define SURF_TRANSPARENT BIT( 8 ) // it's a transparent texture (was SURF_DONTWARP)
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// lightstyle management
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#define LM_STYLES 4 // MAXLIGHTMAPS
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#define LS_NORMAL 0x00
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#define LS_UNUSED 0xFE
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#define LS_NONE 0xFF
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#define MAX_MAP_CLIPNODES_HLBSP 32767
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#define MAX_MAP_CLIPNODES_BSP2 524288
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// these limis not using by modelloader but only for displaying 'mapstats' correctly
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#ifdef SUPPORT_BSP2_FORMAT
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#define MAX_MAP_MODELS 2048 // embedded models
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#define MAX_MAP_ENTSTRING 0x200000 // 2 Mb should be enough
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#define MAX_MAP_PLANES 131072 // can be increased without problems
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#define MAX_MAP_NODES 262144 // can be increased without problems
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#define MAX_MAP_CLIPNODES MAX_MAP_CLIPNODES_BSP2 // can be increased without problems
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#define MAX_MAP_LEAFS 131072 // CRITICAL STUFF to run ad_sepulcher!!!
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#define MAX_MAP_VERTS 524288 // can be increased without problems
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#define MAX_MAP_FACES 262144 // can be increased without problems
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#define MAX_MAP_MARKSURFACES 524288 // can be increased without problems
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#else
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// increased to match PrimeXT compilers
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#define MAX_MAP_MODELS 1024 // embedded models
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#define MAX_MAP_ENTSTRING 0x100000 // 1 Mb should be enough
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#define MAX_MAP_PLANES 65536 // can be increased without problems
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#define MAX_MAP_NODES 32767 // because negative shorts are leafs
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#define MAX_MAP_CLIPNODES MAX_MAP_CLIPNODES_HLBSP // because negative shorts are contents
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#define MAX_MAP_LEAFS 32767 // signed short limit
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#define MAX_MAP_VERTS 65535 // unsigned short limit
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#define MAX_MAP_FACES 65535 // unsigned short limit
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#define MAX_MAP_MARKSURFACES 65535 // unsigned short limit
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#endif
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#define MAX_MAP_ENTITIES 8192 // network limit
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#define MAX_MAP_TEXINFO MAX_MAP_FACES // in theory each face may have personal texinfo
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#define MAX_MAP_EDGES 0x100000 // can be increased but not needs
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#define MAX_MAP_SURFEDGES 0x200000 // can be increased but not needs
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#define MAX_MAP_TEXTURES 2048 // can be increased but not needs
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#define MAX_MAP_MIPTEX 0x2000000 // 32 Mb internal textures data
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#define MAX_MAP_LIGHTING 0x2000000 // 32 Mb lightmap raw data (can contain deluxemaps)
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#define MAX_MAP_VISIBILITY 0x1000000 // 16 Mb visdata
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#define MAX_MAP_FACEINFO 8192 // can be increased but not needs
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// quake lump ordering
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#define LUMP_ENTITIES 0
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#define LUMP_PLANES 1
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#define LUMP_TEXTURES 2 // internal textures
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#define LUMP_VERTEXES 3
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#define LUMP_VISIBILITY 4
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#define LUMP_NODES 5
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#define LUMP_TEXINFO 6
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#define LUMP_FACES 7
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#define LUMP_LIGHTING 8
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#define LUMP_CLIPNODES 9
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#define LUMP_LEAFS 10
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#define LUMP_MARKSURFACES 11
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#define LUMP_EDGES 12
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#define LUMP_SURFEDGES 13
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#define LUMP_MODELS 14 // internal submodels
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#define HEADER_LUMPS 15
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// extra lump ordering
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#define LUMP_LIGHTVECS 0 // deluxemap data
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#define LUMP_FACEINFO 1 // landscape and lightmap resolution info
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#define LUMP_CUBEMAPS 2 // cubemap description
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#define LUMP_VERTNORMALS 3 // phong shaded vertex normals
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#define LUMP_LEAF_LIGHTING 4 // store vertex lighting for statics
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#define LUMP_WORLDLIGHTS 5 // list of all the virtual and real lights (used to relight models in-game)
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#define LUMP_COLLISION 6 // physics engine collision hull dump (userdata)
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#define LUMP_AINODEGRAPH 7 // node graph that stored into the bsp (userdata)
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#define LUMP_SHADOWMAP 8 // contains shadow map for direct light
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#define LUMP_VERTEX_LIGHT 9 // store vertex lighting for statics
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#define LUMP_UNUSED0 10 // one lump reserved for me
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#define LUMP_UNUSED1 11 // one lump reserved for me
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#define EXTRA_LUMPS 12 // count of the extra lumps
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// texture flags
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#define TEX_SPECIAL BIT( 0 ) // sky or slime, no lightmap or 256 subdivision
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#define TEX_WORLD_LUXELS BIT( 1 ) // alternative lightmap matrix will be used (luxels per world units instead of luxels per texels)
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#define TEX_AXIAL_LUXELS BIT( 2 ) // force world luxels to axial positive scales
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#define TEX_EXTRA_LIGHTMAP BIT( 3 ) // bsp31 legacy - using 8 texels per luxel instead of 16 texels per luxel
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#define TEX_SCROLL BIT( 6 ) // Doom special FX
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#define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA )
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// ambient sound types
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enum
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{
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AMBIENT_WATER = 0, // waterfall
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AMBIENT_SKY, // wind
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AMBIENT_SLIME, // never used in quake
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AMBIENT_LAVA, // never used in quake
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NUM_AMBIENTS, // automatic ambient sounds
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};
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//
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// BSP File Structures
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//
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typedef struct
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{
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int fileofs;
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int filelen;
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} dlump_t;
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typedef struct
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{
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int version;
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dlump_t lumps[HEADER_LUMPS];
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} dheader_t;
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typedef struct
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{
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int id; // must be little endian XASH
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int version;
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dlump_t lumps[EXTRA_LUMPS];
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} dextrahdr_t;
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typedef struct
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{
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vec3_t mins;
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vec3_t maxs;
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vec3_t origin; // for sounds or lights
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int headnode[MAX_MAP_HULLS];
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int visleafs; // not including the solid leaf 0
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int firstface;
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int numfaces;
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} dmodel_t;
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typedef struct
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{
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int nummiptex;
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int dataofs[4]; // [nummiptex]
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} dmiptexlump_t;
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typedef struct
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{
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vec3_t point;
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} dvertex_t;
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typedef struct
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{
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vec3_t normal;
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float dist;
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int type; // PLANE_X - PLANE_ANYZ ?
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} dplane_t;
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typedef struct
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{
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int planenum;
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short children[2]; // negative numbers are -(leafs + 1), not nodes
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short mins[3]; // for sphere culling
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short maxs[3];
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word firstface;
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word numfaces; // counting both sides
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} dnode_t;
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typedef struct
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{
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int planenum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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float mins[3]; // for sphere culling
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float maxs[3];
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int firstface;
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int numfaces; // counting both sides
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} dnode32_t;
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// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
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// all other leafs need visibility info
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typedef struct
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{
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int contents;
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int visofs; // -1 = no visibility info
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short mins[3]; // for frustum culling
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short maxs[3];
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word firstmarksurface;
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word nummarksurfaces;
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// automatic ambient sounds
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byte ambient_level[NUM_AMBIENTS]; // ambient sound level (0 - 255)
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} dleaf_t;
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typedef struct
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{
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int contents;
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int visofs; // -1 = no visibility info
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float mins[3]; // for frustum culling
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float maxs[3];
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int firstmarksurface;
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int nummarksurfaces;
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byte ambient_level[NUM_AMBIENTS];
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} dleaf32_t;
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typedef struct
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{
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int planenum;
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short children[2]; // negative numbers are contents
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} dclipnode_t;
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typedef struct
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{
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int planenum;
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int children[2]; // negative numbers are contents
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} dclipnode32_t;
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typedef struct
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{
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float vecs[2][4]; // texmatrix [s/t][xyz offset]
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int miptex;
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short flags;
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short faceinfo; // -1 no face info otherwise dfaceinfo_t
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} dtexinfo_t;
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typedef struct
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{
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char landname[16]; // name of decsription in mapname_land.txt
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unsigned short texture_step; // default is 16, pixels\luxels ratio
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unsigned short max_extent; // default is 16, subdivision step ((texture_step * max_extent) - texture_step)
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short groupid; // to determine equal landscapes from various groups, -1 - no group
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} dfaceinfo_t;
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typedef word dmarkface_t; // leaf marksurfaces indexes
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typedef int dmarkface32_t; // leaf marksurfaces indexes
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typedef int dsurfedge_t; // map surfedges
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// NOTE: that edge 0 is never used, because negative edge nums
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// are used for counterclockwise use of the edge in a face
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typedef struct
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{
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word v[2]; // vertex numbers
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} dedge_t;
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typedef struct
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{
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int v[2]; // vertex numbers
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} dedge32_t;
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typedef struct
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{
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word planenum;
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short side;
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int firstedge; // we must support > 64k edges
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short numedges;
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short texinfo;
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// lighting info
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byte styles[LM_STYLES];
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int lightofs; // start of [numstyles*surfsize] samples
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} dface_t;
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typedef struct
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{
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int planenum;
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int side;
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int firstedge; // we must support > 64k edges
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int numedges;
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int texinfo;
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// lighting info
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byte styles[LM_STYLES];
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int lightofs; // start of [numstyles*surfsize] samples
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} dface32_t;
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#endif//BSPFILE_H
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